blob: fd3518523ab11d68f795d32163b4fd06405e7d5c (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
|
in vec4 finalColor;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
void main()
{
vec2 centered = abs(gl_PointCoord - vec2(0.5));
float dist = max(centered.x, centered.y);
float fac = dist * dist * 4.0;
/* Non linear blend. */
vec4 col1 = sqrt(colorEditMeshMiddle);
vec4 col2 = sqrt(finalColor);
fragColor = mix(col1, col2, 0.45 + fac * 0.65);
fragColor *= fragColor;
lineOutput = vec4(0.0);
/* Make the effect more like a fresnel by offsetting
* the depth and creating mini-spheres.
* Disabled as it has performance impact. */
// gl_FragDepth = gl_FragCoord.z + 1e-6 * fac;
}
|