#if __VERSION__ == 120 varying vec4 radii; varying vec4 finalColor; varying vec4 finalOutlineColor; #define fragColor gl_FragColor #else in vec4 radii; in vec4 finalColor; in vec4 finalOutlineColor; out vec4 fragColor; #endif void main() { vec2 quad = abs(gl_PointCoord - vec2(0.5)); float dist = quad.x + quad.y; // transparent outside of point // --- 0 --- // smooth transition // --- 1 --- // pure outline color // --- 2 --- // smooth transition // --- 3 --- // pure point color // ... // dist = 0 at center of point float mid_stroke = 0.5 * (radii[1] + radii[2]); vec4 backgroundColor = vec4(finalOutlineColor.rgb, 0.0); if (dist > mid_stroke) fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist)); else fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist)); }