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uniform vec2 u_linewidth;
uniform vec4 u_color;
uniform float u_blur;
uniform vec2 u_dasharray;
varying vec2 v_normal;
varying float v_linesofar;
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 alpha = clamp(min(dist - (u_linewidth.t - u_blur), u_linewidth.s - dist) / u_blur, 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;
}
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