#define SDF_PX 8.0 #define SDF 1.0 #define ICON 0.0 uniform bool u_is_halo; uniform sampler2D u_texture; uniform sampler2D u_texture_icon; uniform highp float u_gamma_scale; uniform lowp float u_device_pixel_ratio; varying vec4 v_data0; varying vec4 v_data1; #pragma mapbox: define highp vec4 fill_color #pragma mapbox: define highp vec4 halo_color #pragma mapbox: define lowp float opacity #pragma mapbox: define lowp float halo_width #pragma mapbox: define lowp float halo_blur void main() { #pragma mapbox: initialize highp vec4 fill_color #pragma mapbox: initialize highp vec4 halo_color #pragma mapbox: initialize lowp float opacity #pragma mapbox: initialize lowp float halo_width #pragma mapbox: initialize lowp float halo_blur float fade_opacity = v_data1[2]; if (v_data1.w == ICON) { vec2 tex_icon = v_data0.zw; lowp float alpha = opacity * fade_opacity; gl_FragColor = texture2D(u_texture_icon, tex_icon) * alpha; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif return; } vec2 tex = v_data0.xy; float EDGE_GAMMA = 0.105 / u_device_pixel_ratio; float gamma_scale = v_data1.x; float size = v_data1.y; float fontScale = size / 24.0; lowp vec4 color = fill_color; highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale); lowp float buff = (256.0 - 64.0) / 256.0; if (u_is_halo) { color = halo_color; gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale); buff = (6.0 - halo_width / fontScale) / SDF_PX; } lowp float dist = texture2D(u_texture, tex).a; highp float gamma_scaled = gamma * gamma_scale; highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist); gl_FragColor = color * (alpha * opacity * fade_opacity); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif }