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comaps/shaders/GL/traffic_circle.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

24 lines
773 B
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 vec2 v_colorTexCoord;
varying vec3 v_radius;
uniform sampler2D u_colorTex;
uniform float u_opacity;
const float kAntialiasingThreshold = 0.92;
void main()
{
vec4 color = texture2D(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;
gl_FragColor = color;
}