co-maps/libs/shaders/GL/route_marker.fsh.glsl
2025-11-22 13:58:55 +01:00

40 lines
1.2 KiB
GLSL

// 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;
}