uniform lowp float u_device_pixel_ratio; uniform sampler2D u_image; varying vec2 v_width2; varying vec2 v_normal; varying float v_gamma_scale; varying highp vec2 v_uv; #pragma mapbox: define lowp float blur #pragma mapbox: define lowp float opacity void main() { #pragma mapbox: initialize lowp float blur #pragma mapbox: initialize lowp float opacity // Calculate the distance of the pixel from the line in pixels. float dist = length(v_normal) * v_width2.s; // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (v_width2.t) or when fading out // (v_width2.s) float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale; float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0); // For gradient lines, v_lineprogress is the ratio along the // entire line, the gradient ramp is stored in a texture. vec4 color = texture2D(u_image, v_uv); gl_FragColor = color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif }