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- /**
- * Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- */
- 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
- }
- `;
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