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comaps/shaders/GL/text_outlined.vsh.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

40 lines
1.1 KiB
GLSL

attribute vec2 a_colorTexCoord;
attribute vec2 a_outlineColorTexCoord;
attribute vec2 a_maskTexCoord;
attribute vec4 a_position;
attribute vec2 a_normal;
uniform mat4 u_modelView;
uniform mat4 u_projection;
uniform mat4 u_pivotTransform;
uniform float u_isOutlinePass;
#ifdef ENABLE_VTF
uniform sampler2D u_colorTex;
varying LOW_P vec4 v_color;
#else
varying vec2 v_colorTexCoord;
#endif
varying vec2 v_maskTexCoord;
const float BaseDepthShift = -10.0;
void main()
{
float isOutline = step(0.5, u_isOutlinePass);
float notOutline = 1.0 - isOutline;
float depthShift = BaseDepthShift * isOutline;
vec4 pos = (vec4(a_position.xyz, 1) + vec4(0.0, 0.0, depthShift, 0.0)) * u_modelView;
vec4 shiftedPos = vec4(a_normal, 0.0, 0.0) + pos;
gl_Position = applyPivotTransform(shiftedPos * u_projection, u_pivotTransform, 0.0);
vec2 colorTexCoord = a_colorTexCoord * notOutline + a_outlineColorTexCoord * isOutline;
#ifdef ENABLE_VTF
v_color = texture2D(u_colorTex, colorTexCoord);
#else
v_colorTexCoord = colorTexCoord;
#endif
v_maskTexCoord = a_maskTexCoord;
}