uniform float lineWidth; in vec4 finalColor; noperspective in float smoothline; #ifdef CLIP in float clip; #endif out vec4 fragColor; #define SMOOTH_WIDTH 1.0 void main() { #ifdef CLIP if (clip < 0.0) { discard; } #endif fragColor = finalColor; fragColor.a *= clamp((lineWidth + SMOOTH_WIDTH) * 0.5 - abs(smoothline), 0.0, 1.0); fragColor = blender_srgb_to_framebuffer_space(fragColor); }