precision mediump float; varying vec4 color; varying vec3 position; uniform vec4 lineParams0; uniform vec4 lineParams1; uniform vec4 lineParams2; uniform vec4 lineParams3; uniform vec4 lineParams4; uniform vec4 lineParams5; uniform vec4 lineParams6; uniform vec4 lineParams7; uniform vec4 lineParams8; uniform vec4 lineParams9; uniform vec4 lineParams10; uniform vec4 lineParams11; uniform vec4 lineParams12; uniform vec4 lineParams13; uniform vec4 lineParams14; uniform vec4 lineParams15; void main() { float distance = abs(lineParams0.x*position.x + lineParams0.y*position.y + lineParams0.z); distance = min(distance, abs(lineParams1.x*position.x + lineParams1.y*position.y + lineParams1.z)); distance = min(distance, abs(lineParams2.x*position.x + lineParams2.y*position.y + lineParams2.z)); distance = min(distance, abs(lineParams3.x*position.x + lineParams3.y*position.y + lineParams3.z)); distance = min(distance, abs(lineParams4.x*position.x + lineParams4.y*position.y + lineParams4.z)); distance = min(distance, abs(lineParams5.x*position.x + lineParams5.y*position.y + lineParams5.z)); distance = min(distance, abs(lineParams6.x*position.x + lineParams6.y*position.y + lineParams6.z)); distance = min(distance, abs(lineParams7.x*position.x + lineParams7.y*position.y + lineParams7.z)); distance = min(distance, abs(lineParams8.x*position.x + lineParams8.y*position.y + lineParams8.z)); distance = min(distance, abs(lineParams9.x*position.x + lineParams9.y*position.y + lineParams9.z)); distance = min(distance, abs(lineParams10.x*position.x + lineParams10.y*position.y + lineParams10.z)); distance = min(distance, abs(lineParams11.x*position.x + lineParams11.y*position.y + lineParams11.z)); distance = min(distance, abs(lineParams12.x*position.x + lineParams12.y*position.y + lineParams12.z)); distance = min(distance, abs(lineParams13.x*position.x + lineParams13.y*position.y + lineParams13.z)); distance = min(distance, abs(lineParams14.x*position.x + lineParams14.y*position.y + lineParams14.z)); distance = min(distance, abs(lineParams15.x*position.x + lineParams15.y*position.y + lineParams15.z)); //gl_FragColor = vec4(color.rgb, color.a*clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0)); gl_FragColor = vec4(color.rgb*clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0), 1.0); }