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uniform float lineWidth;
uniform bool lineSmooth = true;
in vec4 finalColor;
noperspective in float smoothline;
#ifdef CLIP
in float clip;
#endif
out vec4 fragColor;
#define SMOOTH_WIDTH 1.0
void main()
{
if (clip < 0.0) {
discard;
}
fragColor = finalColor;
if (lineSmooth) {
fragColor.a *= clamp((lineWidth + SMOOTH_WIDTH) * 0.5 - abs(smoothline), 0.0, 1.0);
fragColor = blender_srgb_to_framebuffer_space(fragColor);