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#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 radii;
in vec4 fillColor;
in vec4 outlineColor;
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 fill 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(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
}
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}
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