[map-sdk] 同步地图SDK 3.4.0.1
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@@ -12,6 +12,9 @@ uniform bool isPcf; //是否聚光灯
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uniform bool isWave; //流光效果
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uniform sampler2D texId;
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uniform sampler2DShadow depthTex; //深度纹理
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uniform sampler2D texId2;
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uniform bool isMixTex2;
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uniform float texId2Fac;
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uniform bool isRenderSignalLine; //信号线
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uniform float signalLineTime; //信号线时间
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uniform float signalLineCnt; //信号线时间
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@@ -126,7 +129,12 @@ bool isInScreen(vec4 p){ //是否在包围盒[(0,0)-(1,1)]内
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}
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void setZebra(){
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vec4 c = texture(texId, _uv);
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vec4 c = vec4(0.0);
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if(!isMixTex2){
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c = texture(texId,_uv);
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}else{
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c = mix(texture(texId,_uv),texture(texId2,_uv),texId2Fac);
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}
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fragColor = vec4(c.rgb, step(0.8,c.a));
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}
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void setColor(){
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@@ -137,7 +145,11 @@ void setTex(){
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if(_uv.y<0.0 || _uv.y>1.0)
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discard;
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}
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fragColor = texture(texId,_uv);
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if(!isMixTex2){
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fragColor = texture(texId,_uv);
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}else{
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fragColor = mix(texture(texId,_uv),texture(texId2,_uv),texId2Fac);
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}
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}
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float getShadowOffset(float x, float y)
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{
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@@ -49,6 +49,10 @@ vec4 changeColorMethod(vec4 texColor){
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}
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}else
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retColor = texColor; //s0
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}else if(_changeColorCmd==5.0){
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retColor = mix(texColor,replacedColor,_changeColorRatio);
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}else if(_changeColorCmd==6.0){
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retColor = mix(texColor,replacedColor,1.0-_changeColorRatio);
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}else if(_changeColorRatio==0.0){
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if(_changeColorCmd==1.0)
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retColor = mix(texColor,replacedColor,0.5);
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@@ -169,4 +169,5 @@ void main()
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gl_Position = projMat*viewMat*modelMat * pos;
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ndc = gl_Position;
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gl_PointSize = (1.0-gl_Position.z/gl_Position.w)*70.0;
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}
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