/** * Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose */ export default ` precision highp float; precision highp int; #include common #include common_frag_params #include color_frag_params #include common_clip #include wboit_params #ifdef dPointFilledCircle uniform float uPointEdgeBleach; #endif const vec2 center = vec2(0.5); const float radius = 0.5; void main(){ #include clip_pixel float fragmentDepth = gl_FragCoord.z; bool interior = false; #include assign_material_color #if defined(dRenderVariant_pick) #include check_picking_alpha gl_FragColor = material; #elif defined(dRenderVariant_depth) gl_FragColor = material; #elif defined(dRenderVariant_color) gl_FragColor = material; #ifdef dPointFilledCircle float dist = distance(gl_PointCoord, center); float alpha = 1.0 - smoothstep(radius - uPointEdgeBleach, radius, dist); if (alpha < 0.0001) discard; gl_FragColor.a *= alpha; #endif #include apply_marker_color #include apply_fog #include wboit_write #endif } `;