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blender-archive/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
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
2019-04-17 06:21:24 +02:00

22 lines
475 B
GLSL

#define SMOOTH 1
const float transitionWidth = 1.0;
uniform vec4 fillColor = vec4(0);
uniform vec4 outlineColor = vec4(0, 0, 0, 1);
noperspective in vec3 distanceToOutline;
out vec4 FragColor;
void main()
{
float edgeness = min(min(distanceToOutline.x, distanceToOutline.y), distanceToOutline.z);
#if SMOOTH
FragColor = mix(outlineColor, fillColor, smoothstep(0, transitionWidth, edgeness));
#else
FragColor = (edgeness <= 0) ? outlineColor : fillColor;
#endif
}