/* * Copyright 2017 Google Inc. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ precision highp float; uniform sampler2D u_Texture; uniform vec4 u_dotColor; uniform vec4 u_lineColor; uniform vec4 u_gridControl; // dotThreshold, lineThreshold, lineFadeShrink, occlusionShrink varying vec3 v_TexCoordAlpha; void main() { vec4 control = texture2D(u_Texture, v_TexCoordAlpha.xy); float dotScale = v_TexCoordAlpha.z; float lineFade = max(0.0, u_gridControl.z * v_TexCoordAlpha.z - (u_gridControl.z - 1.0)); vec3 color = (control.r * dotScale > u_gridControl.x) ? u_dotColor.rgb : (control.g > u_gridControl.y) ? u_lineColor.rgb * lineFade : (u_lineColor.rgb * 0.25 * lineFade) ; gl_FragColor = vec4(color, v_TexCoordAlpha.z * u_gridControl.w); }