213 lines
7.3 KiB
GLSL
213 lines
7.3 KiB
GLSL
uniform sampler2D u_atlas;
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uniform float u_coarseDepthTestDistance;
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uniform float u_threePointDepthTestDistance;
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#ifdef VECTOR_TILE
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uniform vec4 u_highlightColor;
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#endif
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in vec2 v_textureCoordinates;
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in vec4 v_pickColor;
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in vec4 v_color;
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flat in vec2 v_splitDirectionAndEllipsoidDepthEC;
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#ifdef SDF
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in vec4 v_outlineColor;
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in float v_outlineWidth;
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#endif
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in vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
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const float SHIFT_LEFT1 = 2.0;
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const float SHIFT_RIGHT1 = 1.0 / 2.0;
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float getGlobeDepthAtCoords(vec2 st)
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{
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float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, st));
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if (logDepthOrDepth == 0.0)
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{
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return 0.0; // not on the globe
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}
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vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
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return eyeCoordinate.z / eyeCoordinate.w;
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}
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#ifdef SDF
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// Get the distance from the edge of a glyph at a given position sampling an SDF texture.
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float getDistance(vec2 position)
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{
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return texture(u_atlas, position).r;
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}
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// Samples the sdf texture at the given position and produces a color based on the fill color and the outline.
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vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smoothing)
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{
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float distance = getDistance(position);
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if (outlineWidth > 0.0)
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{
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// Don't get the outline edge exceed the SDF_EDGE
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float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE);
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float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
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vec4 sdfColor = mix(outlineColor, v_color, outlineFactor);
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float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance);
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return vec4(sdfColor.rgb, sdfColor.a * alpha);
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}
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else
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{
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float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
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return vec4(v_color.rgb, v_color.a * alpha);
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}
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}
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#endif
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bool getDepthTestEnabled() {
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float temp = v_compressed.y;
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temp = temp * SHIFT_RIGHT1;
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float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;
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return temp2 != 0.0;
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}
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float getRelativeEyeDepth(float eyeDepth, float distanceToEllipsoid, float epsilon) {
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float depthDifferential = eyeDepth - distanceToEllipsoid;
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float depthRatio = abs(depthDifferential / distanceToEllipsoid);
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if (depthRatio < epsilon) {
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// The approximations are imprecise, so use an epsilon check for small value differences and assume a value of 0.0
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return 0.0;
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}
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return depthDifferential;
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}
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// Extra manual depth testing is done to allow more control over how a billboard is occluded
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// by the globe when near and far from the camera.
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void doDepthTest(float eyeDepth, float globeDepth) {
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#ifdef VS_THREE_POINT_DEPTH_CHECK
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// Since discarding vertices is not possible, the vertex shader sets eyeDepth to 0 to indicate the depth test failed. Apply the discard here.
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if (eyeDepth > -u_threePointDepthTestDistance) {
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if (eyeDepth == 0.0) {
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discard;
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}
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return;
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}
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#endif
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bool useGlobeDepth = eyeDepth > -u_coarseDepthTestDistance;
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if (useGlobeDepth && globeDepth == 0.0) {
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// Pixel is not on the globe, so there is no distance to compare against. Pass.
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return;
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}
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// If the camera is close, compare against the globe depth texture that includes depth from the 3D tile pass.
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if (useGlobeDepth && getRelativeEyeDepth(eyeDepth, globeDepth, czm_epsilon1) < 0.0) {
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discard;
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}
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}
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#ifdef LOG_DEPTH
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void writeDepth(float eyeDepth, float globeDepth, float distanceToEllipsoid) {
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// If we've made it here, the manual depth test above determined that this fragment should be visible.
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// But the automatic depth test must still run in order to write the result to the depth buffer, and its results may
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// disagree with our manual depth test's results. To prefer our manual results when in front of the globe, apply an offset towards the camera.
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float depthArg = v_depthFromNearPlusOne;
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if (globeDepth != 0.0 && getRelativeEyeDepth(eyeDepth, distanceToEllipsoid, czm_epsilon3) > 0.0) {
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float globeDepthFromNearPlusOne = (-globeDepth - czm_currentFrustum.x) + 1.0;
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float nudge = max(globeDepthFromNearPlusOne * 5e-6, czm_epsilon7);
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float globeOnTop = max(1.0, globeDepthFromNearPlusOne - nudge);
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depthArg = min(depthArg, globeOnTop);
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}
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czm_writeLogDepth(depthArg);
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}
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#endif
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void main()
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{
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if (v_splitDirectionAndEllipsoidDepthEC.x < 0.0 && gl_FragCoord.x > czm_splitPosition) {
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discard;
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}
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if (v_splitDirectionAndEllipsoidDepthEC.x > 0.0 && gl_FragCoord.x < czm_splitPosition) {
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discard;
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}
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if (getDepthTestEnabled()) {
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vec2 fragSt = gl_FragCoord.xy / czm_viewport.zw;
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float eyeDepth = v_compressed.x;
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float globeDepth = getGlobeDepthAtCoords(fragSt);
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float distanceToEllipsoid = -v_splitDirectionAndEllipsoidDepthEC.y;
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doDepthTest(eyeDepth, globeDepth);
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#ifdef LOG_DEPTH
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writeDepth(eyeDepth, globeDepth, distanceToEllipsoid);
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#endif
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}
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vec4 color = texture(u_atlas, v_textureCoordinates);
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#ifdef SDF
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float outlineWidth = v_outlineWidth;
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vec4 outlineColor = v_outlineColor;
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// Get the current distance
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float distance = getDistance(v_textureCoordinates);
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#if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))
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float smoothing = fwidth(distance);
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// Get an offset that is approximately half the distance to the neighbor pixels
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// 0.354 is approximately half of 1/sqrt(2)
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vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates));
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// Sample the center point
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vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
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// Sample the 4 neighbors
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vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
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vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
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vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
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vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
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// Equally weight the center sample and the 4 neighboring samples
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color = (center + color1 + color2 + color3 + color4)/5.0;
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#else
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// If no derivatives available (IE 10?), just do a single sample
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float smoothing = 1.0/32.0;
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color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
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#endif
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color = czm_gammaCorrect(color);
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#else
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color = czm_gammaCorrect(color);
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color *= czm_gammaCorrect(v_color);
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#endif
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// Fully transparent parts of the billboard are not pickable.
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#if !defined(OPAQUE) && !defined(TRANSLUCENT)
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if (color.a < 0.005) // matches 0/255 and 1/255
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{
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discard;
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}
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#else
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// The billboard is rendered twice. The opaque pass discards translucent fragments
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// and the translucent pass discards opaque fragments.
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#ifdef OPAQUE
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if (color.a < 0.995) // matches < 254/255
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{
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discard;
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}
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#else
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if (color.a >= 0.995) // matches 254/255 and 255/255
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{
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discard;
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}
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#endif
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#endif
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#ifdef VECTOR_TILE
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color *= u_highlightColor;
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#endif
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out_FragColor = color;
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}
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