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in vec4 radii;
in vec4 finalColor;
in vec4 finalOutlineColor;
out vec4 fragColor;
void main() {
vec2 quad = abs(gl_PointCoord - vec2(0.5));
float dist = quad.x + quad.y;
// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure outline color
// --- 2 ---
// smooth transition
// --- 3 ---
// pure point color
// ...
// dist = 0 at center of point
float mid_stroke = 0.5 * (radii[1] + radii[2]);
vec4 backgroundColor = vec4(finalOutlineColor.rgb, 0.0);
if (dist > mid_stroke)
fragColor = mix(finalOutlineColor, backgroundColor, smoothstep(radii[1], radii[0], dist));
else
fragColor = mix(finalColor, finalOutlineColor, smoothstep(radii[3], radii[2], dist));
}
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