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- varying vec4 v_color;
- varying vec4 v_outlineColor;
- varying float v_innerPercent;
- varying float v_pixelDistance;
- varying vec4 v_pickColor;
- void main()
- {
-
- float distanceToCenter = length(gl_PointCoord - vec2(0.5));
-
- float maxDistance = max(0.0, 0.5 - v_pixelDistance);
- float wholeAlpha = 1.0 - smoothstep(maxDistance, 0.5, distanceToCenter);
- float innerAlpha = 1.0 - smoothstep(maxDistance * v_innerPercent, 0.5 * v_innerPercent, distanceToCenter);
- vec4 color = mix(v_outlineColor, v_color, innerAlpha);
- color.a *= wholeAlpha;
- #if !defined(OPAQUE) && !defined(TRANSLUCENT)
- if (color.a < 0.005)
- {
- discard;
- }
- #else
- #ifdef OPAQUE
- if (color.a < 0.995)
- {
- discard;
- }
- #else
- if (color.a >= 0.995)
- {
- discard;
- }
- #endif
- #endif
- gl_FragColor = czm_gammaCorrect(color);
- czm_writeLogDepth();
- }
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