// 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 vec3 v_length; 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 kAntialiasingThreshold = 0.92; float alphaFromPattern(float curLen, float dashLen, float gapLen) { float len = dashLen + gapLen; float offset = fract(curLen / len) * len; return step(offset, dashLen); } void main() { if (v_length.x < v_length.z) discard; vec2 coefs = step(v_length.xx, u_fakeBorders); coefs.y = 1.0 - coefs.y; vec4 mainColor = mix(u_color, u_fakeColor, coefs.x); mainColor = mix(mainColor, u_fakeColor, coefs.y); vec4 color = mainColor + v_color; color.a *= (1.0 - smoothstep(kAntialiasingThreshold, 1.0, abs(v_length.y))) * alphaFromPattern(v_length.x, u_pattern.x, u_pattern.y); color = vec4(mix(color.rgb, u_maskColor.rgb, u_maskColor.a), color.a); v_FragColor = color; }