56 lines
1.6 KiB
GLSL
56 lines
1.6 KiB
GLSL
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uniform lowp float u_device_pixel_ratio;
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uniform sampler2D u_image;
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uniform float u_sdfgamma;
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uniform float u_mix;
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in vec2 v_normal;
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in vec2 v_width2;
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in vec2 v_tex_a;
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in vec2 v_tex_b;
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in float v_gamma_scale;
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#ifdef GLOBE
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in float v_depth;
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#endif
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#pragma mapbox: define highp vec4 color
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#pragma mapbox: define lowp float blur
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#pragma mapbox: define lowp float opacity
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#pragma mapbox: define mediump float width
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#pragma mapbox: define lowp float floorwidth
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void main() {
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#pragma mapbox: initialize highp vec4 color
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#pragma mapbox: initialize lowp float blur
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#pragma mapbox: initialize lowp float opacity
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#pragma mapbox: initialize mediump float width
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#pragma mapbox: initialize lowp float floorwidth
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// Calculate the distance of the pixel from the line in pixels.
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float dist = length(v_normal) * v_width2.s;
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// Calculate the antialiasing fade factor. This is either when fading in
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// the line in case of an offset line (v_width2.t) or when fading out
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// (v_width2.s)
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float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
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float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
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float sdfdist_a = texture(u_image, v_tex_a).a;
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float sdfdist_b = texture(u_image, v_tex_b).a;
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float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
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alpha *= smoothstep(0.5 - u_sdfgamma / floorwidth, 0.5 + u_sdfgamma / floorwidth, sdfdist);
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fragColor = color * (alpha * opacity);
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#ifdef GLOBE
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if (v_depth > 1.0) {
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// See comment in line.fragment.glsl
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discard;
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}
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#endif
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(1.0);
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#endif
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}
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