diff options
Diffstat (limited to 'src/shader/line.fragment.glsl')
-rw-r--r-- | src/shader/line.fragment.glsl | 17 |
1 files changed, 6 insertions, 11 deletions
diff --git a/src/shader/line.fragment.glsl b/src/shader/line.fragment.glsl index 8064e5c733..6cef488633 100644 --- a/src/shader/line.fragment.glsl +++ b/src/shader/line.fragment.glsl @@ -1,9 +1,6 @@ -// shared uniform float u_debug; uniform vec2 u_linewidth; uniform vec4 u_color; -uniform float u_point; -uniform float u_gamma; uniform vec2 u_dasharray; @@ -12,23 +9,21 @@ varying float v_linesofar; void main() { // Calculate the distance of the pixel from the line in pixels. - float dist = length(v_normal) * (1.0 - u_point) + u_point * length(gl_PointCoord * 2.0 - 1.0); - - dist *= u_linewidth.s; + float dist = length(v_normal) * u_linewidth.s; // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (v_linewidth.t) or when fading out // (v_linewidth.s) - float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist) * u_gamma, 0.0, 1.0); + float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0); // Calculate the antialiasing fade factor based on distance to the dash. // Only affects alpha when line is dashed float pos = mod(v_linesofar, u_dasharray.x + u_dasharray.y); alpha *= max(step(0.0, -u_dasharray.y), clamp(min(pos, u_dasharray.x - pos), 0.0, 1.0)); - gl_FragColor = u_color * alpha; - if (u_debug > 0.0) { - gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + gl_FragColor = u_color; + } else { + gl_FragColor = u_color * alpha; } -} +}
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