package.src.shaders.symbol_text_and_icon.fragment.glsl Maven / Gradle / Ivy
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A WebGL interactive maps library
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#define SDF_PX 8.0
#define SDF 1.0
#define ICON 0.0
uniform bool u_is_halo;
uniform sampler2D u_texture;
uniform sampler2D u_texture_icon;
uniform highp float u_gamma_scale;
uniform lowp float u_device_pixel_ratio;
varying vec4 v_data0;
varying vec4 v_data1;
#pragma mapbox: define highp vec4 fill_color
#pragma mapbox: define highp vec4 halo_color
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float halo_width
#pragma mapbox: define lowp float halo_blur
void main() {
#pragma mapbox: initialize highp vec4 fill_color
#pragma mapbox: initialize highp vec4 halo_color
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float halo_width
#pragma mapbox: initialize lowp float halo_blur
float fade_opacity = v_data1[2];
if (v_data1.w == ICON) {
vec2 tex_icon = v_data0.zw;
lowp float alpha = opacity * fade_opacity;
gl_FragColor = texture2D(u_texture_icon, tex_icon) * alpha;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
return;
}
vec2 tex = v_data0.xy;
float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;
float gamma_scale = v_data1.x;
float size = v_data1.y;
float fontScale = size / 24.0;
lowp vec4 color = fill_color;
highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
lowp float buff = (256.0 - 64.0) / 256.0;
if (u_is_halo) {
color = halo_color;
gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
buff = (6.0 - halo_width / fontScale) / SDF_PX;
}
lowp float dist = texture2D(u_texture, tex).a;
highp float gamma_scaled = gamma * gamma_scale;
highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
gl_FragColor = color * (alpha * opacity * fade_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}