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