// Warning! Beware to use this shader. "discard" command may significally reduce performance. // Unfortunately some CG algorithms cannot be implemented without discarding fragments from depth buffer. layout (location = 0) in vec4 v_radius; layout (location = 1) in vec4 v_color; layout (location = 0) out vec4 v_FragColor; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; mat4 u_pivotTransform; vec4 u_routeParams; vec4 u_color; vec4 u_maskColor; vec4 u_outlineColor; vec4 u_fakeColor; vec4 u_fakeOutlineColor; vec2 u_fakeBorders; vec2 u_pattern; vec2 u_angleCosSin; float u_arrowHalfWidth; float u_opacity; }; const float kAntialiasingPixelsCount = 2.5; void main() { vec4 finalColor = v_color; float aaRadius = max(v_radius.z - kAntialiasingPixelsCount, 0.0); float stepValue = smoothstep(aaRadius * aaRadius, v_radius.z * v_radius.z, dot(v_radius.xy, v_radius.xy)); finalColor.a = finalColor.a * u_opacity * (1.0 - stepValue); if (finalColor.a < 0.01 || u_routeParams.y > v_radius.w) discard; finalColor = vec4(mix(finalColor.rgb, u_maskColor.rgb, u_maskColor.a), finalColor.a); v_FragColor = finalColor; }