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uniform vec2 u_linewidth;
uniform float u_blur;
uniform vec2 u_pattern_size_a;
uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_size_b;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
uniform float u_fade;
uniform float u_opacity;
uniform sampler2D u_image;
varying vec2 v_normal;
varying float v_linesofar;
varying float v_gamma_scale;
void main() {
// Calculate the distance of the pixel from the line in pixels.
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 blur = u_blur * v_gamma_scale;
float alpha = clamp(min(dist - (u_linewidth.t - blur), u_linewidth.s - dist) / blur, 0.0, 1.0);
float x_a = mod(v_linesofar / u_pattern_size_a.x, 1.0);
float y_a = 0.5 + (v_normal.y * u_linewidth.s / u_pattern_size_a.y);
vec2 pos_a = mix(u_pattern_tl_a, u_pattern_br_a, vec2(x_a, y_a));
float x_b = mod(v_linesofar / u_pattern_size_b.x, 1.0);
float y_b = 0.5 + (v_normal.y * u_linewidth.s / u_pattern_size_b.y);
vec2 pos_b = mix(u_pattern_tl_b, u_pattern_br_b, vec2(x_b, y_b));
vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);
alpha *= u_opacity;
gl_FragColor = color * alpha;
}
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