data/shaders/connector.fs (32 lines of code) (raw):

#include webgl_header.fs varying vec3 NORMAL ; #ifdef use_geometry_shaders varying vec4 COLOR ; #else varying vec4 COLORIn ; #define COLOR COLORIn #endif varying float fog; varying vec2 bgTextureLookup; #ifdef use_geometry_shaders varying float lineEdge; varying float aaCutoff; #endif #include anaglyph_header.fs #include compute_fog_color.fs float mysmoothstep(float edge0, float edge1, float x){ float rets = step(edge0, edge1) * step(edge1, edge0); return rets * step(edge0, x) + (1.-rets) * smoothstep(edge0, edge1, x); } void main() { float alpha = COLOR.a; #ifdef use_geometry_shaders #ifdef line_smooth alpha *= mysmoothstep(0., aaCutoff, 1. - abs(lineEdge)); #endif #endif vec4 color = ApplyColorEffects(COLOR, gl_FragCoord.z); gl_FragColor = ApplyFog(vec4(color.rgb, alpha), fog); PostLightingEffects(); }