assets.shaders.linetex_layer.glsl Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of vtm Show documentation
Show all versions of vtm Show documentation
OpenGL vector map library written in Java - running on Android, iOS, Desktop and within the browser.
#ifdef GLES
precision highp float;
#endif
uniform mat4 u_mvp;
uniform vec4 u_color;
uniform float u_pscale;
uniform float u_width;
attribute vec4 a_pos0;
attribute vec4 a_pos1;
attribute vec2 a_len0;
attribute vec2 a_len1;
attribute float a_flip;
varying vec2 v_st;
void main() {
vec4 pos;
if (a_flip == 0.0) {
// vec2 dir = u_width * a_pos0.zw;
pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);
v_st = vec2(a_len0.x / u_pscale, 1.0);
} else {
// vec2 dir = u_width * a_pos1.zw;
pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);
v_st = vec2(a_len1.x / u_pscale, -1.0);
}
gl_Position = u_mvp * pos;
}
$$
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#ifdef GLES
precision highp float;
#endif
uniform vec4 u_color;
uniform vec4 u_bgcolor;
uniform float u_pwidth;
varying vec2 v_st;
void main() {
/* distance on perpendicular to the line */
float dist = abs(v_st.t);
float fuzz = fwidth(v_st.t);
float fuzz_p = fwidth(v_st.s);
float line_w = smoothstep(0.0, fuzz, 1.0 - dist);
float stipple_w = smoothstep(0.0, fuzz, u_pwidth - dist);
/* triangle waveform in the range 0..1 for regular pattern */
float phase = abs(mod(v_st.s, 2.0) - 1.0);
/* interpolate between on/off phase, 0.5 = equal phase length */
float stipple_p = smoothstep(0.5 - fuzz_p, 0.5 + fuzz_p, phase);
gl_FragColor = line_w * mix(u_bgcolor, u_color, min(stipple_w, stipple_p));
}