Fixed alpha channel of outline in GPS-track rendering

This commit is contained in:
r.kuznetsov 2015-12-03 19:00:04 +03:00 committed by Constantin Shalnev
parent ae7bb5e1da
commit 47cb6dfc13
2 changed files with 4 additions and 2 deletions

View file

@ -47,6 +47,8 @@ OTHER_FILES += \
shaders/texturing_billboard_vertex_shader.vsh \
shaders/texturing_fragment_shader.fsh \
shaders/texturing_vertex_shader.vsh \
shaders/trackpoint_vertex_shader.vsh \
shaders/trackpoint_fragment_shader.fsh \
shaders/transparent_layer_fragment_shader.fsh \
shaders/transparent_layer_vertex_shader.vsh \
shaders/user_mark.vsh \

View file

@ -5,7 +5,7 @@ varying vec3 v_radius;
varying vec4 v_color;
const float kAntialiasingScalar = 0.9;
const vec4 kOutlineColor = vec4(1.0, 1.0, 1.0, 1.0);
const vec3 kOutlineColor = vec3(1.0, 1.0, 1.0);
void main(void)
{
@ -13,7 +13,7 @@ void main(void)
float shiftedRadius = v_radius.z - u_radiusShift;
float aaRadius = shiftedRadius * kAntialiasingScalar;
vec4 finalColor = mix(v_color, kOutlineColor, smoothstep(aaRadius * aaRadius, shiftedRadius * shiftedRadius, d));
vec4 finalColor = vec4(mix(v_color.rgb, kOutlineColor, smoothstep(aaRadius * aaRadius, shiftedRadius * shiftedRadius, d)), v_color.a);
aaRadius = v_radius.z * kAntialiasingScalar;
float stepValue = smoothstep(aaRadius * aaRadius, v_radius.z * v_radius.z, d);