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

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GLSL

in vec4 uvcoordsvar;
out vec4 FragColor;
uniform sampler2D outlineBluredColor;
uniform sampler2D outlineDepth;
void main()
{
FragColor = texture(outlineBluredColor, uvcoordsvar.st).rgba;
/* Modulate fill color */
// float depth = texture(outlineDepth, uvcoordsvar.st).r;
// if (depth != 1.0)
// FragColor.a *= 0.1;
}