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#define SMOOTH 1
const float transitionWidth = 1.0;
uniform vec4 fillColor = vec4(0);
uniform vec4 outlineColor = vec4(0,0,0,1);
noperspective in vec3 distanceToOutline;
out vec4 FragColor;
void main() {
float edgeness = min(min(distanceToOutline.x, distanceToOutline.y), distanceToOutline.z);
#if SMOOTH
FragColor = mix(outlineColor, fillColor, smoothstep(0, transitionWidth, edgeness));
#else
FragColor = (edgeness <= 0) ? outlineColor : fillColor;
#endif
}
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