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
16 lines
288 B
GLSL
16 lines
288 B
GLSL
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flat in vec3 finalStateColor; /* UNUSED */
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flat in vec3 finalBoneColor; /* UNUSED */
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in vec3 normalView;
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out vec4 fragColor;
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uniform vec4 color = vec4(1.0, 1.0, 1.0, 0.2);
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void main()
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{
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float n = normalize(normalView).z;
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n = 1.0 - clamp(-n, 0.0, 1.0);
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fragColor = color * n;
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}
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