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flat in vec4 radii;
flat in vec4 thresholds;
flat in vec4 finalColor;
flat in vec4 finalOutlineColor;
flat in int finalFlags;
out vec4 fragColor;
const float diagonal_scale = sqrt(0.5);
const float minmax_bias = 0.7;
const float minmax_scale = sqrt(1.0 / (1.0 + 1.0/minmax_bias));
bool test(int bit) {
return (finalFlags & bit) != 0;
}
void main() {
vec2 pos = gl_PointCoord - vec2(0.5);
vec2 absPos = abs(pos);
float radius = (absPos.x + absPos.y) * diagonal_scale;
float outline_dist = -1.0;
/* Diamond outline */
if (test(0x1)) {
outline_dist = max(outline_dist, radius - radii[0]);
/* Circle outline */
if (test(0x2)) {
radius = length(absPos);
outline_dist = max(outline_dist, radius - radii[1]);
/* Top & Bottom clamp */
if (test(0x4)) {
outline_dist = max(outline_dist, absPos.y - radii[2]);
/* Left & Right clamp */
if (test(0x8)) {
outline_dist = max(outline_dist, absPos.x - radii[2]);
float alpha = 1 - smoothstep(thresholds[0], thresholds[1], abs(outline_dist));
/* Inside the outline. */
if (outline_dist < 0) {
/* Middle dot */
if (test(0x10)) {
alpha = max(alpha, 1 - smoothstep(thresholds[2], thresholds[3], radius));
/* Up and down arrow-like shading. */
if (test(0x300)) {
float ypos = -1.0;
/* Up arrow (maximum) */
if (test(0x100)) {
ypos = max(ypos, pos.y);
/* Down arrow (minimum) */
if (test(0x200)) {
ypos = max(ypos, -pos.y);
/* Arrow shape threshold. */
float minmax_dist = (ypos - radii[3]) - absPos.x * minmax_bias;
float minmax_step = smoothstep(thresholds[0], thresholds[1], minmax_dist * minmax_scale);
/* Reduced alpha for uncertain extremes. */
float minmax_alpha = test(0x400) ? 0.55 : 0.85;
alpha = max(alpha, minmax_step * minmax_alpha);
fragColor = mix(finalColor, finalOutlineColor, alpha);
/* Outside the outline. */
else {
fragColor = vec4(finalOutlineColor.rgb, finalOutlineColor.a * alpha);