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49
libs/shaders/GL/route_dash.fsh.glsl
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49
libs/shaders/GL/route_dash.fsh.glsl
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// Warning! Beware to use this shader. "discard" command may significally reduce performance.
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// Unfortunately some CG algorithms cannot be implemented without discarding fragments from depth buffer.
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layout (location = 0) in vec3 v_length;
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layout (location = 1) in vec4 v_color;
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layout (location = 0) out vec4 v_FragColor;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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mat4 u_pivotTransform;
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vec4 u_routeParams;
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vec4 u_color;
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vec4 u_maskColor;
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vec4 u_outlineColor;
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vec4 u_fakeColor;
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vec4 u_fakeOutlineColor;
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vec2 u_fakeBorders;
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vec2 u_pattern;
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vec2 u_angleCosSin;
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float u_arrowHalfWidth;
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float u_opacity;
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};
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const float kAntialiasingThreshold = 0.92;
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float alphaFromPattern(float curLen, float dashLen, float gapLen)
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{
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float len = dashLen + gapLen;
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float offset = fract(curLen / len) * len;
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return step(offset, dashLen);
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}
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void main()
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{
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if (v_length.x < v_length.z)
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discard;
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vec2 coefs = step(v_length.xx, u_fakeBorders);
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coefs.y = 1.0 - coefs.y;
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vec4 mainColor = mix(u_color, u_fakeColor, coefs.x);
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mainColor = mix(mainColor, u_fakeColor, coefs.y);
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vec4 color = mainColor + v_color;
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color.a *= (1.0 - smoothstep(kAntialiasingThreshold, 1.0, abs(v_length.y))) *
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alphaFromPattern(v_length.x, u_pattern.x, u_pattern.y);
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color = vec4(mix(color.rgb, u_maskColor.rgb, u_maskColor.a), color.a);
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v_FragColor = color;
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}
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