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| uniform lowp float u_device_pixel_ratio; | |
| uniform sampler2D u_image; | |
| varying vec2 v_width2; | |
| varying vec2 v_normal; | |
| varying float v_gamma_scale; | |
| varying highp vec2 v_uv; | |
| void main() { | |
| // Calculate the distance of the pixel from the line in pixels. | |
| float dist = length(v_normal) * v_width2.s; | |
| // Calculate the antialiasing fade factor. This is either when fading in | |
| // the line in case of an offset line (v_width2.t) or when fading out | |
| // (v_width2.s) | |
| float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale; | |
| float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0); | |
| // For gradient lines, v_lineprogress is the ratio along the | |
| // entire line, the gradient ramp is stored in a texture. | |
| vec4 color = texture2D(u_image, v_uv); | |
| gl_FragColor = color * (alpha * opacity); | |
| gl_FragColor = vec4(1.0); | |
| } | |