ngx-open-map-wrapper/node_modules/maplibre-gl/src/shaders/symbol_sdf.fragment.glsl

59 lines
1.9 KiB
GLSL

#define SDF_PX 8.0
uniform bool u_is_halo;
uniform sampler2D u_texture;
uniform highp float u_gamma_scale;
uniform lowp float u_device_pixel_ratio;
uniform bool u_is_text;
in vec2 v_data0;
in vec3 v_data1;
#pragma mapbox: define highp vec4 fill_color
#pragma mapbox: define highp vec4 halo_color
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float halo_width
#pragma mapbox: define lowp float halo_blur
void main() {
#pragma mapbox: initialize highp vec4 fill_color
#pragma mapbox: initialize highp vec4 halo_color
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float halo_width
#pragma mapbox: initialize lowp float halo_blur
float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;
vec2 tex = v_data0.xy;
float gamma_scale = v_data1.x;
float size = v_data1.y;
float fade_opacity = v_data1[2];
float fontScale = u_is_text ? size / 24.0 : size;
lowp vec4 color = fill_color;
highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
lowp float inner_edge = (256.0 - 64.0) / 256.0;
if (u_is_halo) {
color = halo_color;
gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
inner_edge = inner_edge + gamma * gamma_scale;
}
lowp float dist = texture(u_texture, tex).a;
highp float gamma_scaled = gamma * gamma_scale;
highp float alpha = smoothstep(inner_edge - gamma_scaled, inner_edge + gamma_scaled, dist);
if (u_is_halo) {
// When drawing halos, we want the inside of the halo to be transparent as well
// in case the text fill is transparent.
lowp float halo_edge = (6.0 - halo_width / fontScale) / SDF_PX;
alpha = min(smoothstep(halo_edge - gamma_scaled, halo_edge + gamma_scaled, dist), 1.0 - alpha);
}
fragColor = color * (alpha * opacity * fade_opacity);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}