co-maps/libs/shaders/GL/arrow3d_outline.fsh.glsl

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2025-11-22 13:58:55 +01:00
layout (location = 0) in float v_intensity;
layout (location = 0) out vec4 v_FragColor;
layout (binding = 0) uniform UBO
{
mat4 u_transform;
mat4 u_normalTransform;
vec4 u_color;
vec2 u_texCoordFlipping;
};
void main()
{
v_FragColor = vec4(u_color.rgb, u_color.a * smoothstep(0.7, 1.0, v_intensity));
}