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();
}