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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;
}
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