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uniform vec3 wireColor;
uniform vec3 rimColor;
flat in vec3 ssVec0;
flat in vec3 ssVec1;
flat in vec3 ssVec2;
in float facing;
#ifdef LIGHT_EDGES
flat in vec3 edgeSharpness;
#endif
out vec4 fragColor;
float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); }
/* In pixels */
const float wire_size = 0.0; /* Expands the core of the wire (part that is 100% wire color) */
const float wire_smooth = 1.2; /* Smoothing distance after the 100% core. */
/* Alpha constants could be exposed in the future. */
const float front_alpha = 0.35;
const float rim_alpha = 0.75;
void main()
{
vec3 ss_pos = vec3(gl_FragCoord.xy, 1.0);
vec3 dist_to_edge = vec3(
dot(ss_pos, ssVec0),
dot(ss_pos, ssVec1),
dot(ss_pos, ssVec2)
);
#ifdef LIGHT_EDGES
vec3 fac = abs(dist_to_edge);
#else
float fac = min_v3(abs(dist_to_edge));
#endif
fac = smoothstep(wire_size + wire_smooth, wire_size, fac);
float facing_clamped = clamp((gl_FrontFacing) ? facing : -facing, 0.0, 1.0);
vec3 final_front_col = mix(rimColor, wireColor, 0.05);
fragColor = mix(vec4(rimColor, rim_alpha), vec4(final_front_col, front_alpha), facing_clamped);
#ifdef LIGHT_EDGES
fragColor.a *= max_v3(fac * edgeSharpness);
#else
fragColor.a *= fac;
#endif
}
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