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water-management-system/frontend/node_modules/@cesium/engine/Source/Shaders/BufferPointMaterialFS.glsl
T

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GLSL
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in vec4 v_pickColor;
in vec4 v_color;
in vec4 v_outlineColor;
in float v_innerRadiusFrac;
void main()
{
// Distance between fragment and point center, 0 to 0.5.
float distanceToCenter = length(gl_PointCoord - vec2(0.5));
float delta = fwidth(distanceToCenter);
float outerLimit = 0.5;
float innerLimit = 0.5 * v_innerRadiusFrac;
float outerAlpha = 1.0 - smoothstep(max(0.0, outerLimit - delta), outerLimit, distanceToCenter);
float innerAlpha = 1.0 - smoothstep(innerLimit - delta, innerLimit, distanceToCenter);
vec4 color = vec4(mix(v_outlineColor.rgb, v_color.rgb, innerAlpha), outerAlpha);
color.a *= mix(v_outlineColor.a, v_color.a, innerAlpha);
if (color.a < 0.005) // matches 0/255 and 1/255
{
discard;
}
out_FragColor = czm_gammaCorrect(color);
czm_writeLogDepth();
}