fade alpha of buildings
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ead18a2356
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2c4eea3e59
@ -360,7 +360,7 @@ public class ExtrusionOverlay extends RenderOverlay {
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_a * ((_r + _l + 1) / 255),
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_a * ((_g + _l + 1) / 255),
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_a * ((_b + _l) / 255),
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_a,
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0.8f,
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// sligthly differ adjacent side
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// faces to improve contrast
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_a * ((_r - _s) / 255 + 0.01f),
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@ -375,8 +375,7 @@ public class ExtrusionOverlay extends RenderOverlay {
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(_r - _o) / 255,
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(_g - _o) / 255,
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(_b - _o) / 255,
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// 1, 0, 0,
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1.0f,
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0.9f,
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};
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final static String extrusionVertexShader = ""
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@ -396,24 +395,24 @@ public class ExtrusionOverlay extends RenderOverlay {
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//+ " z = gl_Position.z;"
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+ " if (u_mode == 0)"
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// roof / depth pass
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+ " color = u_color[0];"
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+ " color = u_color[0] * u_alpha;"
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+ " else {"
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// decrease contrast with distance
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+ " if (u_mode == 1){"
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// sides 1 - use 0xff00
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// scale direction to -0.5<>0.5
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//+ " float dir = abs(a_light.y / ff - 0.5);"
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+ " float dir = a_light.y / ff;"
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+ " float z = (0.98 + gl_Position.z * 0.02);"
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+ " color = u_color[1];"
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+ " color.rgb *= (0.85 + dir * 0.15) * z;"
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+ " color *= u_alpha;"
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+ " } else if (u_mode == 2){"
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// sides 2 - use 0x00ff
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//+ " float dir = abs(a_light.x / ff - 0.5);"
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+ " float dir = a_light.x / ff;"
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+ " float z = (0.98 + gl_Position.z * 0.02);"
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+ " color = u_color[2] * z;"
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+ " color = u_color[2];"
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+ " color.rgb *= (0.85 + dir * 0.15) * z;"
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+ " color *= u_alpha;"
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+ " } else {"
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// outline
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+ " float z = (0.8 - gl_Position.z * 0.2);"
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