14 lines
351 B
GLSL
14 lines
351 B
GLSL
#version 140
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const float EPSILON = 0.0001;
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uniform vec4 uniform_color;
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void main()
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{
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gl_FragColor = uniform_color;
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// Values inside depth buffer for fragments of the contour of a selected area are offset
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// by small epsilon to solve z-fighting between painted triangles and contour lines.
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gl_FragDepth = gl_FragCoord.z - EPSILON;
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}
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