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