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gpu_shader_point_uniform_color_outline_aa_frag.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 vec4 color;
uniform vec4 outlineColor;

#if __VERSION__ == 120
  varying vec4 radii;
  #define fragColor gl_FragColor
#else
  in vec4 radii;
  out vec4 fragColor;
#endif

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));
}