This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl

32 lines
704 B
GLSL

in vec4 radii;
in vec4 finalColor;
in vec4 finalOutlineColor;
out vec4 fragColor;
void main() {
vec2 quad = abs(gl_PointCoord - vec2(0.5));
float dist = quad.x + quad.y;
// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure outline color
// --- 2 ---
// smooth transition
// --- 3 ---
// pure point color
// ...
// dist = 0 at center of point
float mid_stroke = 0.5 * (radii[1] + radii[2]);
vec4 backgroundColor = vec4(finalOutlineColor.rgb, 0.0);
if (dist > mid_stroke)
fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist));
else
fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist));
}