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#version 120
#extension GL_EXT_gpu_shader4 : enable
const vec4 WIRE_COL = vec4(1.0,0.0,0.0,1);
noperspective varying float n;
noperspective varying float dist[20];
varying vec4 diffuse;
void main(void)
{
int i_min=0;
float d=abs(dist[0]);
for(int i=1;i<int(n);++i)
if(dist[i]<d)
{
d = dist[i];
i_min = i;
}
float I = exp2(-2*d*d);
gl_FragColor =I*WIRE_COL + (1.0 - I)*diffuse;
}