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#ifndef USE_GPU_SHADER_CREATE_INFO
uniform float lineWidth;
uniform bool lineSmooth = true;
in vec4 finalColor;
noperspective in float smoothline;
# ifdef CLIP
in float clip;
# endif
out vec4 fragColor;
#endif
#define SMOOTH_WIDTH 1.0
void main()
{
#ifdef CLIP
if (clip < 0.0) {
discard;
}
#endif
fragColor = finalColor;
if (lineSmooth) {
fragColor.a *= clamp((lineWidth + SMOOTH_WIDTH) * 0.5 - abs(smoothline), 0.0, 1.0);
}
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}
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