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comaps/shaders/GL/transit_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

26 lines
758 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 vec3 v_radius;
varying vec4 v_color;
#ifdef SAMSUNG_GOOGLE_NEXUS
uniform sampler2D u_colorTex;
#endif
const float aaPixelsCount = 2.5;
void main()
{
vec4 finalColor = v_color;
float smallRadius = v_radius.z - aaPixelsCount;
float stepValue = smoothstep(smallRadius * smallRadius, v_radius.z * v_radius.z,
dot(v_radius.xy, v_radius.xy));
finalColor.a = finalColor.a * (1.0 - stepValue);
if (finalColor.a < 0.01)
discard;
gl_FragColor = samsungGoogleNexusWorkaround(finalColor);
}