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noperspective in vec2 stipple_coord;
flat in vec2 stipple_start;
flat in vec4 finalColor;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
void main()
{
fragColor = finalColor;
/* Stipple */
const float dash_width = 6.0;
const float dash_factor = 0.5;
lineOutput = pack_line_data(gl_FragCoord.xy, stipple_start, stipple_coord);
float dist = distance(stipple_start, stipple_coord);
if (fragColor.a == 0.0) {
/* Disable stippling. */
dist = 0.0;
}
fragColor.a = 1.0;
if (fract(dist / dash_width) > dash_factor) {
discard;
}
}
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