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- export default `
- #if defined(dRenderVariant_color)
- #if defined(dColorType_uniform)
- vec4 material = vec4(uColor, uAlpha);
- #elif defined(dColorType_varying)
- vec4 material = vec4(vColor.rgb, uAlpha);
- #endif
- // mix material with overpaint
- #if defined(dOverpaint)
- material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);
- #endif
- // apply screendoor transparency
- #if defined(dTransparency)
- float ta = 1.0 - vTransparency;
- float at = 0.0;
- // shift by view-offset during multi-sample rendering to allow for blending
- vec2 coord = gl_FragCoord.xy + uViewOffset * 0.25;
- #if defined(dTransparencyVariant_single)
- const mat4 thresholdMatrix = mat4(
- 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
- 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
- 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
- 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
- );
- at = thresholdMatrix[int(intMod(coord.x, 4.0))][int(intMod(coord.y, 4.0))];
- #elif defined(dTransparencyVariant_multi)
- at = fract(dot(vec3(coord, vGroup + 0.5), vec3(2.0, 7.0, 23.0) / 17.0f));
- #endif
- if (ta < 0.99 && (ta < 0.01 || ta < at)) discard;
- #endif
- #elif defined(dRenderVariant_pick)
- vec4 material = vColor;
- #elif defined(dRenderVariant_depth)
- #ifdef enabledFragDepth
- vec4 material = packDepthToRGBA(gl_FragDepthEXT);
- #else
- vec4 material = packDepthToRGBA(gl_FragCoord.z);
- #endif
- #endif
- `;
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