53 lines
923 B
GLSL
53 lines
923 B
GLSL
|
|
uniform vec3 color;
|
|
uniform vec3 outlineColor;
|
|
uniform sampler1D ramp;
|
|
|
|
in vec4 radii;
|
|
flat in float finalVal;
|
|
|
|
out vec4 fragColor;
|
|
|
|
void main() {
|
|
float dist = length(gl_PointCoord - vec2(0.5));
|
|
|
|
// 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 midStroke = 0.5 * (radii[1] + radii[2]);
|
|
|
|
if (dist > midStroke) {
|
|
if (finalVal < 0.0) {
|
|
fragColor.rgb = outlineColor;
|
|
}
|
|
else {
|
|
fragColor.rgb = texture(ramp, finalVal).rgb;
|
|
}
|
|
|
|
fragColor.a = mix(1.0, 0.0, smoothstep(radii[1], radii[0], dist));
|
|
}
|
|
else {
|
|
if (finalVal < 0.0) {
|
|
fragColor.rgb = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
|
|
}
|
|
else {
|
|
fragColor.rgb = texture(ramp, finalVal).rgb;
|
|
}
|
|
|
|
fragColor.a = 1.0;
|
|
}
|
|
|
|
if (fragColor.a == 0.0) {
|
|
discard;
|
|
}
|
|
}
|