data/shaders/trilines.fs (28 lines of code) (raw):

#ifdef PURE_OPENGL_ES_2 precision highp float; #endif #ifdef line_smooth uniform float line_width; varying float centerdist; #endif varying vec4 COLOR; varying vec4 COLOR2; varying float a_INTERPOLATE; varying float fog; varying vec2 bgTextureLookup; varying float whichEnd; #include anaglyph_header.fs #include compute_fog_color.fs void main(void) { float which = mix(step(0.5, whichEnd), whichEnd, a_INTERPOLATE); vec4 BCOLOR = mix(COLOR, COLOR2, which); vec4 color = ApplyColorEffects(BCOLOR, gl_FragCoord.z); #ifdef line_smooth const float margin = 1.5; if (!isPicking) color.a *= (1. - max(0., (abs(centerdist) - line_width + margin) / margin)); #endif gl_FragColor = ApplyFog(color, fog); PostLightingEffectsNoOIT(); }