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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl11
1 files changed, 6 insertions, 5 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl b/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
index 0538c037dcf..7b35f67dd54 100644
--- a/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
@@ -4,17 +4,18 @@
const float transitionWidth = 1.0;
uniform vec4 fillColor = vec4(0);
-uniform vec4 outlineColor = vec4(0,0,0,1);
+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);
+void main()
+{
+ float edgeness = min(min(distanceToOutline.x, distanceToOutline.y), distanceToOutline.z);
#if SMOOTH
- FragColor = mix(outlineColor, fillColor, smoothstep(0, transitionWidth, edgeness));
+ FragColor = mix(outlineColor, fillColor, smoothstep(0, transitionWidth, edgeness));
#else
- FragColor = (edgeness <= 0) ? outlineColor : fillColor;
+ FragColor = (edgeness <= 0) ? outlineColor : fillColor;
#endif
}