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source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
| #ifndef USE_GPU_SHADER_CREATE_INFO | |||||
| in vec4 finalColor; | in vec4 finalColor; | ||||
| out vec4 fragColor; | out vec4 fragColor; | ||||
| #endif | |||||
| void main() | void main() | ||||
| { | { | ||||
| vec2 centered = gl_PointCoord - vec2(0.5); | vec2 centered = gl_PointCoord - vec2(0.5); | ||||
| float dist_squared = dot(centered, centered); | float dist_squared = dot(centered, centered); | ||||
| const float rad_squared = 0.25; | const float rad_squared = 0.25; | ||||
| // round point with jaggy edges | // round point with jaggy edges | ||||
| if (dist_squared > rad_squared) { | if (dist_squared > rad_squared) { | ||||
| discard; | discard; | ||||
| } | } | ||||
| fragColor = finalColor; | fragColor = finalColor; | ||||
| } | } | ||||