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uniform float alpha = 0.6;
uniform bool isDistance;
flat in vec3 finalStateColor;
flat in vec3 finalBoneColor;
in vec3 normalView;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
void main()
{
float n = normalize(normalView).z;
if (isDistance) {
n = 1.0 - clamp(-n, 0.0, 1.0);
fragColor = vec4(1.0, 1.0, 1.0, 0.2) * n;
}
else {
/* Smooth lighting factor. */
const float s = 0.2; /* [0.0-0.5] range */
float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
fragColor.rgb = mix(finalStateColor, finalBoneColor, fac * fac);
fragColor.a = alpha;
}
lineOutput = vec4(0.0);
}
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