diff options
author | r.kuznetsov <r.kuznetsov@corp.mail.ru> | 2016-11-30 10:49:24 +0300 |
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committer | r.kuznetsov <r.kuznetsov@corp.mail.ru> | 2016-11-30 10:49:24 +0300 |
commit | 318509ff4f913375df5557bf928fade584bdd37d (patch) | |
tree | 78293aac46f97d0fe03a3d9cbf9cdbde4410d54a /drape | |
parent | b629151b2588085b0df5d851c878e7beb7679605 (diff) |
Tuned night style for traffic rendering
Diffstat (limited to 'drape')
-rw-r--r-- | drape/shaders/traffic_fragment_shader.fsh | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/drape/shaders/traffic_fragment_shader.fsh b/drape/shaders/traffic_fragment_shader.fsh index 2a190d10c3..26955308fd 100644 --- a/drape/shaders/traffic_fragment_shader.fsh +++ b/drape/shaders/traffic_fragment_shader.fsh @@ -7,25 +7,26 @@ uniform sampler2D u_maskTex; uniform float u_opacity; uniform float u_outline; +uniform vec3 u_lightArrowColor; +uniform vec3 u_darkArrowColor; +uniform vec3 u_outlineColor; + const float kAntialiasingThreshold = 0.92; const float kOutlineThreshold1 = 0.8; const float kOutlineThreshold2 = 0.5; -const vec3 kLightArrow = vec3(1.0, 1.0, 1.0); -const vec3 kDarkArrow = vec3(107.0 / 255.0, 81.0 / 255.0, 20.0 / 255.0); - void main(void) { vec4 color = texture2D(u_colorTex, v_colorTexCoord); float alphaCode = color.a; vec4 mask = texture2D(u_maskTex, v_maskTexCoord); color.a = u_opacity * (1.0 - smoothstep(kAntialiasingThreshold, 1.0, abs(v_halfLength))); - color.rgb = mix(color.rgb, mask.rgb * mix(kLightArrow, kDarkArrow, step(alphaCode, 0.6)), mask.a); + color.rgb = mix(color.rgb, mask.rgb * mix(u_lightArrowColor, u_darkArrowColor, step(alphaCode, 0.6)), mask.a); if (u_outline > 0.0) { - color.rgb = mix(color.rgb, vec3(1.0, 1.0, 1.0), step(kOutlineThreshold1, abs(v_halfLength))); - color.rgb = mix(color.rgb, vec3(1.0, 1.0, 1.0), smoothstep(kOutlineThreshold2, kOutlineThreshold1, abs(v_halfLength))); + color.rgb = mix(color.rgb, u_outlineColor, step(kOutlineThreshold1, abs(v_halfLength))); + color.rgb = mix(color.rgb, u_outlineColor, smoothstep(kOutlineThreshold2, kOutlineThreshold1, abs(v_halfLength))); } gl_FragColor = color; } |