|
@@ -75,18 +75,13 @@
|
|
|
in vec3 vCenter;
|
|
|
out vec4 outColor;
|
|
|
|
|
|
- float aastep( float threshold, float dist ) {
|
|
|
-
|
|
|
- float afwidth = fwidth( dist ) * 0.5;
|
|
|
- return smoothstep( threshold - afwidth, threshold + afwidth, dist );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
void main() {
|
|
|
|
|
|
- float d = min( min( vCenter.x, vCenter.y ), vCenter.z );
|
|
|
+ vec3 afwidth = fwidth( vCenter.xyz );
|
|
|
|
|
|
- float edge = 1.0 - aastep( thickness, d );
|
|
|
+ vec3 edge3 = smoothstep( thickness * afwidth, ( thickness + 1.0 ) * afwidth, vCenter.xyz );
|
|
|
+
|
|
|
+ float edge = 1.0 - min( min( edge3.x, edge3.y ), edge3.z );
|
|
|
|
|
|
outColor.rgb = gl_FrontFacing ? vec3( 0.9, 0.9, 1.0 ) : vec3( 0.4, 0.4, 0.5 );
|
|
|
outColor.a = edge;
|
|
@@ -196,7 +191,7 @@
|
|
|
gui.add( API, 'thickness', 0.4, 4 ).onChange( function () {
|
|
|
|
|
|
mesh2.material.uniforms.thickness.value = API.thickness;
|
|
|
- mesh3.material.uniforms.thickness.value = API.thickness * 0.01;
|
|
|
+ mesh3.material.uniforms.thickness.value = API.thickness;
|
|
|
|
|
|
} );
|
|
|
|