uniform vec3 wireColor; uniform vec3 rimColor; flat in float edgeSharpness; in float facing; out vec4 fragColor; void main() { if (edgeSharpness < 0.0) { discard; } float facing_clamped = clamp(abs(facing), 0.0, 1.0); vec3 final_front_col = mix(rimColor, wireColor, 0.4); vec3 final_rim_col = mix(rimColor, wireColor, 0.1); fragColor.rgb = mix(final_rim_col, final_front_col, facing_clamped); fragColor.a = 1.0f; }