#ifdef GL_ES precision highp float; #endif uniform lowp float u_device_pixel_ratio; uniform vec2 u_texsize; uniform float u_fade; uniform mediump vec3 u_scale; uniform sampler2D u_image; in vec2 v_normal; in vec2 v_width2; in float v_linesofar; in float v_gamma_scale; in float v_width; #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 #pragma mapbox: define lowp float blur #pragma mapbox: define lowp float opacity void main() { #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 #pragma mapbox: initialize lowp float blur #pragma mapbox: initialize lowp float opacity 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; float tileZoomRatio = u_scale.x; float fromScale = u_scale.y; float toScale = u_scale.z; vec2 display_size_a = (pattern_br_a - pattern_tl_a) / pixel_ratio_from; vec2 display_size_b = (pattern_br_b - pattern_tl_b) / pixel_ratio_to; vec2 pattern_size_a = vec2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y); vec2 pattern_size_b = vec2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y); float aspect_a = display_size_a.y / v_width; float aspect_b = display_size_b.y / v_width; // 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); float x_a = mod(v_linesofar / pattern_size_a.x * aspect_a, 1.0); float x_b = mod(v_linesofar / pattern_size_b.x * aspect_b, 1.0); float y = 0.5 * v_normal.y + 0.5; vec2 texel_size = 1.0 / u_texsize; vec2 pos_a = mix(pattern_tl_a * texel_size - texel_size, pattern_br_a * texel_size + texel_size, vec2(x_a, y)); vec2 pos_b = mix(pattern_tl_b * texel_size - texel_size, pattern_br_b * texel_size + texel_size, vec2(x_b, y)); vec4 color = mix(texture(u_image, pos_a), texture(u_image, pos_b), u_fade); fragColor = color * alpha * opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }