uniform float u_opacity : 1.0; uniform sampler2D u_texture; uniform float u_linearDir: 1.0; #pragma include "picking" varying mat4 styleMappingMat; void main() { float opacity = styleMappingMat[0][0]; float linearRadio = styleMappingMat[3].r; // 当前点位距离占线总长的比例 if(u_linearDir < 1.0) { linearRadio = styleMappingMat[3][3]; } gl_FragColor = texture2D(u_texture, vec2(linearRadio, 0.5)); gl_FragColor.a *= opacity; // 全局透明度 gl_FragColor = filterColor(gl_FragColor); }