// 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 vec2 v_colorTexCoords; 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; }; layout (binding = 1) uniform sampler2D u_colorTex; void main() { vec4 finalColor = texture(u_colorTex, v_colorTexCoords); finalColor.a *= u_opacity; if (finalColor.a < 0.01) discard; finalColor = vec4(mix(finalColor.rgb, u_maskColor.rgb, u_maskColor.a), finalColor.a); v_FragColor = finalColor; }