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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl20
1 files changed, 20 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl
new file mode 100644
index 00000000000..d92b947ef89
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_loose_point_frag.glsl
@@ -0,0 +1,20 @@
+
+void main()
+{
+ vec2 centered = abs(gl_PointCoord - vec2(0.5));
+ float dist = max(centered.x, centered.y);
+
+ float fac = dist * dist * 4.0;
+ /* Non linear blend. */
+ vec4 col1 = sqrt(colorEditMeshMiddle);
+ vec4 col2 = sqrt(finalColor);
+ fragColor = mix(col1, col2, 0.45 + fac * 0.65);
+ fragColor *= fragColor;
+
+ lineOutput = vec4(0.0);
+
+ /* 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;
+}