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uniform vec3 color;
uniform vec3 outlineColor;
uniform sampler1D ramp;
in vec4 radii;
flat in float finalVal;
out vec4 fragColor;
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure outline color
// --- 2 ---
// --- 3 ---
// pure point color
// ...
// dist = 0 at center of point
float midStroke = 0.5 * (radii[1] + radii[2]);
if (dist > midStroke) {
if (finalVal < 0.0) {
fragColor.rgb = outlineColor;
}
else {
fragColor.rgb = texture(ramp, finalVal).rgb;
fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist));
fragColor.rgb = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
fragColor.a = 1.0;
if (fragColor.a == 0.0) {
discard;