{
// potential is inside borderline range.
borderlineOpacity = smoothstep(gMinInlinePotential, gMaxInlinePotential, potential);
+
+ // Muliply borderlineWidth to resolve very thin borderline
+ borderlineOpacity *= min(1.0, borderlineWidth);
}
lowp vec3 borderlineColorRGB = borderlineColor.rgb * uActorColor.rgb;