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@@ -17,7 +17,7 @@ void main()
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if (gl_FrontFacing) { opacity *= 0.5; }
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vec3 fw = abs(dFdx(v_bc)) + abs(dFdy(v_bc));
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- vec3 val = smoothstep(vec3_splat(0.0), vec3_splat(fw*thickness), v_bc);
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+ vec3 val = smoothstep(vec3_splat(0.0), fw*thickness, v_bc);
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float edge = min(min(val.x, val.y), val.z); // Gets to 0.0 around the edges.
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vec4 rgba = vec4(color, (1.0-edge)*opacity);
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