#ifndef USE_GPU_SHADER_CREATE_INFO in vec4 finalColor; out vec4 fragColor; #endif #if defined(VERT) in float vertexCrease; #endif void main() { vec2 centered = gl_PointCoord - vec2(0.5); float dist_squared = dot(centered, centered); const float rad_squared = 0.25; // round point with jaggy edges if (dist_squared > rad_squared) { discard; } #if defined(VERT) fragColor = finalColor; float midStroke = 0.5 * rad_squared; if (vertexCrease > 0.0 && dist_squared > midStroke) { fragColor.rgb = mix(finalColor.rgb, colorEdgeCrease.rgb, vertexCrease); } #else fragColor = finalColor; #endif }