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40
libs/shaders/GL/route_marker.fsh.glsl
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libs/shaders/GL/route_marker.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 vec4 v_radius;
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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 kAntialiasingPixelsCount = 2.5;
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void main()
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{
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vec4 finalColor = v_color;
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float aaRadius = max(v_radius.z - kAntialiasingPixelsCount, 0.0);
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float stepValue = smoothstep(aaRadius * aaRadius, v_radius.z * v_radius.z,
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dot(v_radius.xy, v_radius.xy));
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finalColor.a = finalColor.a * u_opacity * (1.0 - stepValue);
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if (finalColor.a < 0.01 || u_routeParams.y > v_radius.w)
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discard;
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finalColor = vec4(mix(finalColor.rgb, u_maskColor.rgb, u_maskColor.a), finalColor.a);
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v_FragColor = finalColor;
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}
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