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Organic Maps sources as of 02.04.2025 (fad26bbf22ac3da75e01e62aa01e5c8e11861005)
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41
shaders/GL/text_outlined_gui.vsh.glsl
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41
shaders/GL/text_outlined_gui.vsh.glsl
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attribute vec3 a_position;
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attribute vec2 a_colorTexCoord;
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attribute vec2 a_outlineColorTexCoord;
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attribute vec2 a_normal;
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attribute vec2 a_maskTexCoord;
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uniform mat4 u_modelView;
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uniform mat4 u_projection;
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uniform float u_isOutlinePass;
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#ifdef ENABLE_VTF
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uniform sampler2D u_colorTex;
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varying LOW_P vec4 v_color;
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#else
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varying vec2 v_colorTexCoord;
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#endif
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varying vec2 v_maskTexCoord;
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const float kBaseDepthShift = -10.0;
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void main()
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{
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float isOutline = step(0.5, u_isOutlinePass);
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float depthShift = kBaseDepthShift * isOutline;
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vec4 pos = (vec4(a_position, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * u_modelView;
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vec4 shiftedPos = vec4(a_normal, 0.0, 0.0) + pos;
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gl_Position = shiftedPos * u_projection;
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#ifdef VULKAN
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gl_Position.y = -gl_Position.y;
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gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
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#endif
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vec2 colorTexCoord = mix(a_colorTexCoord, a_outlineColorTexCoord, isOutline);
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#ifdef ENABLE_VTF
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v_color = texture2D(u_colorTex, colorTexCoord);
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#else
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v_colorTexCoord = colorTexCoord;
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#endif
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v_maskTexCoord = a_maskTexCoord;
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}
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