layout (location = 0) in vec2 v_colorTexCoord; layout (location = 1) in vec2 v_maskTexCoord; layout (location = 2) in float v_halfLength; layout (location = 0) out vec4 v_FragColor; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; mat4 u_pivotTransform; vec4 u_trafficParams; vec4 u_outlineColor; vec4 u_lightArrowColor; vec4 u_darkArrowColor; float u_outline; float u_opacity; }; layout (binding = 1) uniform sampler2D u_colorTex; layout (binding = 2) uniform sampler2D u_maskTex; const float kAntialiasingThreshold = 0.92; const float kOutlineThreshold1 = 0.8; const float kOutlineThreshold2 = 0.5; const float kMaskOpacity = 0.7; void main() { vec4 color = texture(u_colorTex, v_colorTexCoord); float alphaCode = color.a; vec4 mask = texture(u_maskTex, v_maskTexCoord); color.a = u_opacity * (1.0 - smoothstep(kAntialiasingThreshold, 1.0, abs(v_halfLength))); color.rgb = mix(color.rgb, mask.rgb * mix(u_lightArrowColor.rgb, u_darkArrowColor.rgb, step(alphaCode, 0.6)), mask.a * kMaskOpacity); if (u_outline > 0.0) { color.rgb = mix(color.rgb, u_outlineColor.rgb, step(kOutlineThreshold1, abs(v_halfLength))); color.rgb = mix(color.rgb, u_outlineColor.rgb, smoothstep(kOutlineThreshold2, kOutlineThreshold1, abs(v_halfLength))); } v_FragColor = color; }