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1.42 kBPlain TextView Raw
1uniform vec2 u_texsize;
2uniform float u_fade;
3
4uniform sampler2D u_image;
5
6varying vec2 v_pos_a;
7varying vec2 v_pos_b;
8varying vec4 v_lighting;
9
10#pragma mapbox: define lowp float base
11#pragma mapbox: define lowp float height
12#pragma mapbox: define lowp vec4 pattern_from
13#pragma mapbox: define lowp vec4 pattern_to
14#pragma mapbox: define lowp float pixel_ratio_from
15#pragma mapbox: define lowp float pixel_ratio_to
16
17void main() {
18 #pragma mapbox: initialize lowp float base
19 #pragma mapbox: initialize lowp float height
20 #pragma mapbox: initialize mediump vec4 pattern_from
21 #pragma mapbox: initialize mediump vec4 pattern_to
22 #pragma mapbox: initialize lowp float pixel_ratio_from
23 #pragma mapbox: initialize lowp float pixel_ratio_to
24
25 vec2 pattern_tl_a = pattern_from.xy;
26 vec2 pattern_br_a = pattern_from.zw;
27 vec2 pattern_tl_b = pattern_to.xy;
28 vec2 pattern_br_b = pattern_to.zw;
29
30 vec2 imagecoord = mod(v_pos_a, 1.0);
31 vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
32 vec4 color1 = texture2D(u_image, pos);
33
34 vec2 imagecoord_b = mod(v_pos_b, 1.0);
35 vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
36 vec4 color2 = texture2D(u_image, pos2);
37
38 vec4 mixedColor = mix(color1, color2, u_fade);
39
40 gl_FragColor = mixedColor * v_lighting;
41
42#ifdef OVERDRAW_INSPECTOR
43 gl_FragColor = vec4(1.0);
44#endif
45}