#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl) void main() { #ifdef CLIP if (interp.clip < 0.0) { discard; } #endif fragColor = interp.color; if (lineSmooth) { fragColor.a *= clamp((lineWidth + SMOOTH_WIDTH) * 0.5 - abs(interp.smoothline), 0.0, 1.0); } fragColor = blender_srgb_to_framebuffer_space(fragColor); }