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
20 lines
463 B
GLSL
20 lines
463 B
GLSL
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uniform vec4 color;
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uniform vec4 innerColor;
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out vec4 fragColor;
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void main()
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{
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vec2 centered = abs(gl_PointCoord - vec2(0.5));
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float dist = max(centered.x, centered.y);
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float fac = dist * dist * 4.0;
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fragColor = mix(innerColor, color, 0.45 + fac * 0.65);
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/* Make the effect more like a fresnel by offsetting
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* the depth and creating mini-spheres.
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* Disabled as it has performance impact. */
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// gl_FragDepth = gl_FragCoord.z + 1e-6 * fac;
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}
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