UltimateZoneBuilder/Source/Core/Resources/plotter.fp

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2019-09-29 16:57:51 +00:00
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
void main()
{
// line stipple
if (mod(UV.x, 2.0) > 1.0)
discard;
// line smoothing
float linewidth = 3.0;
float falloff = 1.8; //1.5..2.5
float centerdist = abs(UV.y);
float a = pow(clamp((linewidth - centerdist) / linewidth, 0.0, 1.0), falloff);
FragColor = vec4(Color.rgb, Color.a * a);
}