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; }