diff --git a/drape/drape.pro b/drape/drape.pro index 0e9376ec67..73d775f7b5 100644 --- a/drape/drape.pro +++ b/drape/drape.pro @@ -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 \ diff --git a/drape/shaders/trackpoint_fragment_shader.fsh b/drape/shaders/trackpoint_fragment_shader.fsh index 1799c4ec93..60ccd4ea3b 100644 --- a/drape/shaders/trackpoint_fragment_shader.fsh +++ b/drape/shaders/trackpoint_fragment_shader.fsh @@ -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);