Files
comaps/shaders/GL/text_outlined_gui.vsh.glsl
Konstantin Pastbin e3e4a1985a Organic Maps sources as of 02.04.2025 (fad26bbf22ac3da75e01e62aa01e5c8e11861005)
To expand with full Organic Maps and Maps.ME commits history run:
  git remote add om-historic [om-historic.git repo url]
  git fetch --tags om-historic
  git replace squashed-history historic-commits
2025-05-08 21:10:51 +07:00

42 lines
1.0 KiB
GLSL

attribute vec3 a_position;
attribute vec2 a_colorTexCoord;
attribute vec2 a_outlineColorTexCoord;
attribute vec2 a_normal;
attribute vec2 a_maskTexCoord;
uniform mat4 u_modelView;
uniform mat4 u_projection;
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 kBaseDepthShift = -10.0;
void main()
{
float isOutline = step(0.5, u_isOutlinePass);
float depthShift = kBaseDepthShift * isOutline;
vec4 pos = (vec4(a_position, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * u_modelView;
vec4 shiftedPos = vec4(a_normal, 0.0, 0.0) + pos;
gl_Position = shiftedPos * u_projection;
#ifdef VULKAN
gl_Position.y = -gl_Position.y;
gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
#endif
vec2 colorTexCoord = mix(a_colorTexCoord, a_outlineColorTexCoord, isOutline);
#ifdef ENABLE_VTF
v_color = texture2D(u_colorTex, colorTexCoord);
#else
v_colorTexCoord = colorTexCoord;
#endif
v_maskTexCoord = a_maskTexCoord;
}