attribute vec2 a_pos; attribute vec2 a_offset; attribute vec4 a_data1; attribute vec4 a_data2; // matrix is for the vertex position, exmatrix is for rotating and projecting // the extrusion vector. uniform mat4 u_matrix; uniform mat4 u_exmatrix; uniform float u_zoom; uniform float u_fadedist; uniform float u_minfadezoom; uniform float u_maxfadezoom; uniform float u_fadezoom; uniform bool u_skewed; uniform vec2 u_texsize; varying vec2 v_tex; varying float v_alpha; varying float v_gamma_scale; void main() { vec2 a_tex = a_data1.xy; float a_labelminzoom = a_data1[2]; float a_angle = a_data1[3]; vec2 a_zoom = a_data2.st; float a_minzoom = a_zoom[0]; float a_maxzoom = a_zoom[1]; // u_zoom is the current zoom level adjusted for the change in font size float show = step(a_minzoom, u_zoom) * (1.0 - step(a_maxzoom, u_zoom)); // fade out labels float alpha = clamp((u_fadezoom - a_labelminzoom) / u_fadedist, 0.0, 1.0); if (u_fadedist >= 0.0) { v_alpha = alpha; } else { v_alpha = 1.0 - alpha; } if (u_maxfadezoom < a_labelminzoom) { v_alpha = 0.0; } if (u_minfadezoom >= a_labelminzoom) { v_alpha = 1.0; } // if label has been faded out, clip it show *= (1.0 - step(v_alpha, 0.0)); if (u_skewed) { vec4 extrude = u_exmatrix * vec4(a_offset * show / 64.0, 0, 0); gl_Position = u_matrix * vec4(a_pos + extrude.xy, 0, 1); } else { vec4 extrude = u_exmatrix * vec4(a_offset * show / 64.0, 0, 0); gl_Position = u_matrix * vec4(a_pos, 0, 1) + extrude; } v_gamma_scale = (gl_Position.w - 0.5); v_tex = a_tex / u_texsize; }