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18 lines
506 B
GLSL

#version 330
// Distance to the curve, and half the curve width, both as
// a ratio of the antialias width
in float dist_to_aaw;
in float half_width_to_aaw;
in vec4 color;
out vec4 frag_color;
void main() {
frag_color = color;
// sdf for the region around the curve we wish to color.
float signed_dist_to_region = abs(dist_to_aaw) - half_width_to_aaw;
frag_color.a *= smoothstep(0.5, -0.5, signed_dist_to_region);
// This line is replaced in VShaderWrapper
// MODIFY FRAG COLOR
}