Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
24 lines
366 B
GLSL
24 lines
366 B
GLSL
uniform mat4 ModelViewProjectionMatrix;
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in vec4 finalColor;
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#ifdef USE_POINTS
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in vec2 radii;
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#endif
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out vec4 fragColor;
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void main()
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{
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fragColor = finalColor;
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#ifdef USE_POINTS
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float dist = length(gl_PointCoord - vec2(0.5));
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fragColor.a = mix(finalColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
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if (fragColor.a == 0.0) {
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discard;
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}
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#endif
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}
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