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