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blender-archive/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl

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in vec4 mColor;
in vec2 mTexCoord;
out vec4 fragColor;
void main()
{
const vec2 center = vec2(0, 0.5);
vec4 tColor = vec4(mColor);
/* if alpha < 0, then encap */
if (mColor.a < 0) {
tColor.a = tColor.a * -1.0;
float dist = length(mTexCoord - center);
if (dist > 0.25) {
discard;
}
}
/* Solid */
fragColor = tColor;
}