#define SDF_PX 8.0 uniform bool u_is_halo; uniform sampler2D u_texture; uniform highp float u_gamma_scale; uniform lowp float u_device_pixel_ratio; uniform bool u_is_text; in vec2 v_data0; in vec3 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 EDGE_GAMMA = 0.105 / u_device_pixel_ratio; vec2 tex = v_data0.xy; float gamma_scale = v_data1.x; float size = v_data1.y; float fade_opacity = v_data1[2]; float fontScale = u_is_text ? size / 24.0 : size; lowp vec4 color = fill_color; highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale); lowp float inner_edge = (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); inner_edge = inner_edge + gamma * gamma_scale; } lowp float dist = texture(u_texture, tex).a; highp float gamma_scaled = gamma * gamma_scale; highp float alpha = smoothstep(inner_edge - gamma_scaled, inner_edge + gamma_scaled, dist); if (u_is_halo) { // When drawing halos, we want the inside of the halo to be transparent as well // in case the text fill is transparent. lowp float halo_edge = (6.0 - halo_width / fontScale) / SDF_PX; alpha = min(smoothstep(halo_edge - gamma_scaled, halo_edge + gamma_scaled, dist), 1.0 - alpha); } fragColor = color * (alpha * opacity * fade_opacity); #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }