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

36 lines
1 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 vec2 v_colorTexCoord;
layout (location = 1) in vec3 v_radius;
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;
const float kAntialiasingThreshold = 0.92;
void main()
{
vec4 color = texture(u_colorTex, v_colorTexCoord);
float smallRadius = v_radius.z * kAntialiasingThreshold;
float stepValue = smoothstep(smallRadius * smallRadius, v_radius.z * v_radius.z,
v_radius.x * v_radius.x + v_radius.y * v_radius.y);
color.a = u_opacity * (1.0 - stepValue);
if (color.a < 0.01)
discard;
v_FragColor = color;
}