blob: 3e160ac6c27a44bce9a5296c90fea175c4c888dd (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
|
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/fill_outline.hpp>
namespace mbgl {
namespace shaders {
const char* fill_outline::name = "fill_outline";
const char* fill_outline::vertexSource = R"MBGL_SHADER(
attribute vec2 a_pos;
uniform mat4 u_matrix;
uniform vec2 u_world;
varying vec2 v_pos;
uniform lowp float a_outline_color_t;
attribute highp vec4 a_outline_color;
varying highp vec4 outline_color;
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
void main() {
outline_color = unpack_mix_vec4(a_outline_color, a_outline_color_t);
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}
)MBGL_SHADER";
const char* fill_outline::fragmentSource = R"MBGL_SHADER(
varying highp vec4 outline_color;
varying lowp float opacity;
varying vec2 v_pos;
void main() {
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = smoothstep(1.0, 0.0, dist);
gl_FragColor = outline_color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl
|