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uniform vec4 color;
uniform vec4 outlineColor;
in vec4 radii;
out vec4 fragColor;
void main()
{
float dist = length(gl_PointCoord - vec2(0.5));
/* 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 midStroke = 0.5 * (radii[1] + radii[2]);
if (dist > midStroke) {
fragColor.rgb = outlineColor.rgb;
fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
}
else {
fragColor = mix(color, outlineColor, smoothstep(radii[3], radii[2], dist));
}
if (fragColor.a == 0.0) {
discard;
}
}
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