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[require]
GLSL >= 1.10
[fragment shader]
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#line 19
varying vec3 norm;
void main(){
gl_FragColor = vec4(0.0);
}
[vertex shader]
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#line 0
uniform vec3 camPos;
uniform float outlineThreshold;
uniform float edgeThreshold;
varying vec3 norm;
void main(){
vec4 pos = gl_Vertex;
vec3 dir = camPos - gl_Vertex.xyz;
pos.w = float(
dot(dir, gl_MultiTexCoord0.xyz) * dot(dir, gl_MultiTexCoord1.xyz) < outlineThreshold ||
dot(gl_MultiTexCoord0.xyz, gl_MultiTexCoord1.xyz) < edgeThreshold);
gl_Position = gl_ModelViewProjectionMatrix * pos;
}
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