1 |
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2 | uniform vec2 u_texsize;
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3 | uniform sampler2D u_image;
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4 | uniform float u_fade;
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5 |
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6 | varying vec2 v_pos_a;
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7 | varying vec2 v_pos_b;
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8 | varying vec2 v_pos;
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9 |
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10 | #pragma mapbox: define lowp float opacity
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11 | #pragma mapbox: define lowp vec4 pattern_from
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12 | #pragma mapbox: define lowp vec4 pattern_to
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13 |
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14 | void main() {
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15 | #pragma mapbox: initialize lowp float opacity
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16 | #pragma mapbox: initialize mediump vec4 pattern_from
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17 | #pragma mapbox: initialize mediump vec4 pattern_to
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18 |
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19 | vec2 pattern_tl_a = pattern_from.xy;
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20 | vec2 pattern_br_a = pattern_from.zw;
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21 | vec2 pattern_tl_b = pattern_to.xy;
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22 | vec2 pattern_br_b = pattern_to.zw;
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23 |
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24 | vec2 imagecoord = mod(v_pos_a, 1.0);
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25 | vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
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26 | vec4 color1 = texture2D(u_image, pos);
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27 |
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28 | vec2 imagecoord_b = mod(v_pos_b, 1.0);
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29 | vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
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30 | vec4 color2 = texture2D(u_image, pos2);
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31 |
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32 |
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33 |
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34 | float dist = length(v_pos - gl_FragCoord.xy);
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35 | float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
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36 |
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37 |
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38 | gl_FragColor = mix(color1, color2, u_fade) * alpha * opacity;
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39 |
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40 | #ifdef OVERDRAW_INSPECTOR
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41 | gl_FragColor = vec4(1.0);
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42 | #endif
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43 | }
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