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blender-archive/source/blender/draw/modes/shaders/particle_strand_frag.glsl

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uniform mat4 ModelViewProjectionMatrix;
in vec4 finalColor;
#ifdef USE_POINTS
in vec2 radii;
#endif
out vec4 fragColor;
void main()
{
fragColor = finalColor;
#ifdef USE_POINTS
float dist = length(gl_PointCoord - vec2(0.5));
fragColor.a = mix(finalColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
if (fragColor.a == 0.0) {
discard;
}
#endif
}