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comaps/shaders/GL/route_dash.fsh.glsl
Konstantin Pastbin e3e4a1985a Organic Maps sources as of 02.04.2025 (fad26bbf22ac3da75e01e62aa01e5c8e11861005)
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2025-05-08 21:10:51 +07:00

44 lines
1.2 KiB
GLSL

// Warning! Beware to use this shader. "discard" command may significally reduce performance.
// Unfortunately some CG algorithms cannot be implemented on OpenGL ES 2.0 without discarding
// fragments from depth buffer.
varying vec3 v_length;
varying vec4 v_color;
#ifdef SAMSUNG_GOOGLE_NEXUS
uniform sampler2D u_colorTex;
#endif
uniform vec4 u_color;
uniform vec2 u_pattern;
uniform vec4 u_maskColor;
uniform vec2 u_fakeBorders;
uniform vec4 u_fakeColor;
const float kAntialiasingThreshold = 0.92;
float alphaFromPattern(float curLen, float dashLen, float gapLen)
{
float len = dashLen + gapLen;
float offset = fract(curLen / len) * len;
return step(offset, dashLen);
}
void main()
{
if (v_length.x < v_length.z)
discard;
vec2 coefs = step(v_length.xx, u_fakeBorders);
coefs.y = 1.0 - coefs.y;
vec4 mainColor = mix(u_color, u_fakeColor, coefs.x);
mainColor = mix(mainColor, u_fakeColor, coefs.y);
vec4 color = mainColor + v_color;
color.a *= (1.0 - smoothstep(kAntialiasingThreshold, 1.0, abs(v_length.y))) *
alphaFromPattern(v_length.x, u_pattern.x, u_pattern.y);
color = vec4(mix(color.rgb, u_maskColor.rgb, u_maskColor.a), color.a);
gl_FragColor = samsungGoogleNexusWorkaround(color);
}