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uniform vec3 wireColor;
uniform vec3 rimColor;
flat in float edgeSharpness;
in float facing;
out vec4 fragColor;
void main()
{
if (edgeSharpness < 0.0) {
discard;
}
float facing_clamped = clamp(abs(facing), 0.0, 1.0);
vec3 final_front_col = mix(rimColor, wireColor, 0.4);
vec3 final_rim_col = mix(rimColor, wireColor, 0.1);
fragColor.rgb = mix(final_rim_col, final_front_col, facing_clamped);
fragColor.a = 1.0f;
}
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