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MapLibreParticleLab/shaders/drawable.fill.fragment.glsl
Tim Sylvester 82ec59a2b0 Metal setup merge (#1616)
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: Alex Cristici <alex.cristici@gmail.com>
Co-authored-by: mwilsnd <mwilsnd@gmail.com>
Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
Co-authored-by: Alex Cristici <alex@skoon.energy>
Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
Co-authored-by: Wei Chen <alanchenboy@gmail.com>
Co-authored-by: Siarhei Fedartsou <siarhei.fedartsou@gmail.com>
Co-authored-by: tdcosta100 <tdcosta100@gmail.com>
2023-09-13 18:35:20 +00:00

27 lines
639 B
GLSL

layout (std140) uniform FillEvaluatedPropsUBO {
highp vec4 u_color;
highp float u_opacity;
highp float padding_props1;
highp float padding_props2;
highp float padding_props3;
};
layout (std140) uniform FillInterpolateUBO {
highp float u_color_t;
highp float u_opacity_t;
highp float pad_interp_1, pad_interp_2;
};
#pragma mapbox: define highp vec4 color
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize lowp float opacity
fragColor = color * opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}