precision highp float; attribute float x, y, xFract, yFract; attribute float size, borderSize; attribute vec4 colorId, borderColorId; attribute float isActive; uniform vec2 scale, scaleFract, translate, translateFract; uniform float pixelRatio; uniform bool constPointSize; uniform sampler2D palette; uniform vec2 paletteSize; const float maxSize = 100.; varying vec4 fragColor, fragBorderColor; varying float fragBorderRadius, fragWidth; float pointSizeScale = (constPointSize) ? 2. : pixelRatio; bool isDirect = (paletteSize.x < 1.); vec4 getColor(vec4 id) { return isDirect ? id / 255. : texture2D(palette, vec2( (id.x + .5) / paletteSize.x, (id.y + .5) / paletteSize.y ) ); } void main() { // ignore inactive points if (isActive == 0.) return; vec2 position = vec2(x, y); vec2 positionFract = vec2(xFract, yFract); vec4 color = getColor(colorId); vec4 borderColor = getColor(borderColorId); float size = size * maxSize / 255.; float borderSize = borderSize * maxSize / 255.; gl_PointSize = (size + borderSize) * pointSizeScale; vec2 pos = (position + translate) * scale + (positionFract + translateFract) * scale + (position + translate) * scaleFract + (positionFract + translateFract) * scaleFract; gl_Position = vec4(pos * 2. - 1., 0., 1.); fragBorderRadius = 1. - 2. * borderSize / (size + borderSize); fragColor = color; fragBorderColor = borderColor.a == 0. || borderSize == 0. ? vec4(color.rgb, 0.) : borderColor; fragWidth = 1. / gl_PointSize; }