uniform vec2 u_texsize; uniform sampler2D u_image; uniform float u_fade; in vec2 v_pos_a; in vec2 v_pos_b; in vec2 v_pos; #pragma mapbox: define lowp float opacity #pragma mapbox: define lowp vec4 pattern_from #pragma mapbox: define lowp vec4 pattern_to void main() { #pragma mapbox: initialize lowp float opacity #pragma mapbox: initialize mediump vec4 pattern_from #pragma mapbox: initialize mediump vec4 pattern_to vec2 pattern_tl_a = pattern_from.xy; vec2 pattern_br_a = pattern_from.zw; vec2 pattern_tl_b = pattern_to.xy; vec2 pattern_br_b = pattern_to.zw; vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord); vec4 color1 = texture(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b); vec4 color2 = texture(u_image, pos2); // find distance to outline for alpha interpolation float dist = length(v_pos - gl_FragCoord.xy); float alpha = 1.0 - smoothstep(0.0, 1.0, dist); fragColor = mix(color1, color2, u_fade) * alpha * opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }