uniform vec2 u_texsize; uniform float u_fade; uniform sampler2D u_image; varying vec2 v_pos_a; varying vec2 v_pos_b; varying vec4 v_lighting; #pragma mapbox: define lowp float base #pragma mapbox: define lowp float height #pragma mapbox: define lowp vec4 pattern_from #pragma mapbox: define lowp vec4 pattern_to #pragma mapbox: define lowp float pixel_ratio_from #pragma mapbox: define lowp float pixel_ratio_to void main() { #pragma mapbox: initialize lowp float base #pragma mapbox: initialize lowp float height #pragma mapbox: initialize mediump vec4 pattern_from #pragma mapbox: initialize mediump vec4 pattern_to #pragma mapbox: initialize lowp float pixel_ratio_from #pragma mapbox: initialize lowp float pixel_ratio_to vec2 pattern_tl_a = pattern_from.xy; vec2 pattern_br_a = pattern_from.zw; vec2 pattern_tl_b = pattern_to.xy; vec2 pattern_br_b = pattern_to.zw; vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord); vec4 color1 = texture2D(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b); vec4 color2 = texture2D(u_image, pos2); vec4 mixedColor = mix(color1, color2, u_fade); gl_FragColor = mixedColor * v_lighting; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif }