// // Created by Bradley Austin Davis on 2016/07/11 // Copyright 2013-2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #version 410 core uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0); layout(location = 0) in vec3 inLineDistance; out vec4 FragColor; void main() { vec2 d = inLineDistance.xy; d.y = abs(d.y); d.x = abs(d.x); if (d.x > 1.0) { d.x = (d.x - 1.0) / 0.02; } else { d.x = 0.0; } float alpha = 1.0 - length(d); if (alpha <= 0.0) { discard; } alpha = pow(alpha, 10.0); if (alpha < 0.05) { discard; } FragColor = vec4(color.rgb, alpha); }