#define SDF_PX 8.0 uniform bool u_is_halo; uniform bool u_is_plain; uniform sampler2D u_texture; uniform highp float u_gamma_scale; uniform lowp float u_device_pixel_ratio; uniform bool u_is_text; in vec2 v_data0; in vec3 v_data1; #pragma mapbox: define highp vec4 fill_color #pragma mapbox: define highp vec4 halo_color #pragma mapbox: define lowp float halo_width #pragma mapbox: define lowp float halo_blur void main() { #pragma mapbox: initialize highp vec4 fill_color #pragma mapbox: initialize highp vec4 halo_color #pragma mapbox: initialize lowp float halo_width #pragma mapbox: initialize lowp float halo_blur float EDGE_GAMMA = 0.105 / u_device_pixel_ratio; vec2 tex = v_data0.xy; float gamma_scale = v_data1.x; float size = v_data1.y; float total_opacity = v_data1[2]; float fontScale = u_is_text ? size / 24.0 : size; highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale); lowp float inner_edge = (256.0 - 64.0) / 256.0; lowp float dist = texture(u_texture, tex).a; lowp vec4 color_alpha_out_text, color_alpha_out_halo; if (u_is_plain){ highp float gamma_scaled = gamma * gamma_scale; highp float alpha = smoothstep(inner_edge - gamma_scaled, inner_edge + gamma_scaled, dist); color_alpha_out_text = total_opacity * alpha * fill_color; } if (u_is_halo) { float gamma_halo = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale); float inner_edge_halo = inner_edge + gamma_halo * gamma_scale; highp float gamma_scaled_halo = gamma_halo * gamma_scale; highp float alpha_halo = smoothstep(inner_edge_halo - gamma_scaled_halo, inner_edge_halo + gamma_scaled_halo, dist); // When drawing halos, we want the inside of the halo to be transparent as well // in case the text fill is transparent. highp float halo_edge = (6.0 - halo_width / fontScale) / SDF_PX; alpha_halo = min(smoothstep(halo_edge - gamma_scaled_halo, halo_edge + gamma_scaled_halo, dist), 1.0 - alpha_halo); color_alpha_out_halo = total_opacity * alpha_halo * halo_color; } if (u_is_plain && u_is_halo) { fragColor = color_alpha_out_text + (1. - color_alpha_out_text.a) * color_alpha_out_halo; } else if (u_is_halo){ fragColor = color_alpha_out_halo; } else { fragColor = color_alpha_out_text; } #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }