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gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;

in vec2 pos;
in vec4 color;
out vec4 radii;
out vec4 fillColor;

void main() {
	gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
	gl_PointSize = size;
	fillColor = color;

	// calculate concentric radii in pixels
	float radius = 0.5 * size;

	// start at the outside and progress toward the center
	radii[0] = radius;
	radii[1] = radius - 1.0;
	radii[2] = radius - outlineWidth;
	radii[3] = radius - outlineWidth - 1.0;

	// convert to PointCoord units
	radii /= size;
}