All files / src/WebGL/shaders/lib/sphereimposteroutline sphereimposteroutline.frag

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export default "\n\nuniform float opacity;\nuniform vec3 outlineColor;\nuniform vec3 fogColor;\nuniform float fogNear;\nuniform float fogFar;\nuniform mat4 projectionMatrix;\nvarying vec2 mapping;\nvarying float rval;\nvarying vec3 center;\n\nuniform float outlinePushback;\n\n//DEFINEFRAGCOLOR\n\nvoid main() {\n    float lensqr = dot(mapping,mapping);\n    float rsqr = rval*rval;\n    if(lensqr > rsqr)\n       discard;\n    float z = sqrt(rsqr-lensqr);\n    vec3 cameraPos = center+ vec3(mapping.x,mapping.y,z-outlinePushback);\n    vec4 clipPos = projectionMatrix * vec4(cameraPos, 1.0);\n    float ndcDepth = clipPos.z / clipPos.w;\n    gl_FragDepthEXT = ((gl_DepthRange.diff * ndcDepth) + gl_DepthRange.near + gl_DepthRange.far) / 2.0;\n    gl_FragColor = vec4(outlineColor, 1 );\n}\n\n\n";