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blender-archive/source/blender/draw/modes/shaders/object_loose_points_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

20 lines
463 B
GLSL

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