uniform vec4 u_color; uniform vec2 u_linewidth; varying vec2 v_pos; void main() { float dist = length(v_pos - gl_FragCoord.xy); // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (v_linewidth.t) or when fading out // (v_linewidth.s) float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0); gl_FragColor = u_color * alpha; }