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Update Controls for Annotation Rendering

1. Go to the rendering panel in the annotation layer

2. Replace the text in the Annotation shader box with new code

Recommended sample shader code
#uicontrol vec3 falseSplitColor color(default="#F08040")
#uicontrol vec3 falseMergeColor color(default="#F040F0")
#uicontrol vec3 checkedColor color(default="green")
#uicontrol vec3 borderColor color(default="black")
#uicontrol float pointRadius slider(min=3, max=20, step=1, default=10)
#uicontrol float lineEndRadius slider(min=3, max=20, step=1, default=10)
#uicontrol float lineWidth slider(min=1, max=10, step=1, default=1)
#uicontrol float opacity slider(min=0, max=1, step=0.1, default=1)
#uicontrol float opacity3D slider(min=0, max=1, step=0.1, default=0.2)
#uicontrol vec3 defaultPointColor color(default="#FF0000")
#uicontrol vec3 lineColor color(default="#FF0000")
#uicontrol vec3 sphereColor color(default="red")
#uicontrol float sphereAnnotationOpacity slider(min=0, max=1, step=0.1, default=1)
void main() {
setPointMarkerSize(pointRadius);
setEndpointMarkerSize(lineEndRadius);
setLineWidth(lineWidth);
float finalOpacity = PROJECTION_VIEW ? opacity3D : opacity;
setPointMarkerBorderColor(vec4(borderColor, finalOpacity));
if (prop_rendering_attribute() == 1) {
setColor(vec4(checkedColor, finalOpacity));
} else if (prop_rendering_attribute() == 2) {
setColor(vec4(falseSplitColor, finalOpacity));
} else if (prop_rendering_attribute() == 3) {
setColor(vec4(falseMergeColor, finalOpacity));
} else {
setColor(vec4(defaultPointColor, finalOpacity));
}
setLineColor(lineColor, lineColor);
setEndpointMarkerColor(lineColor);
float finalSphereAnnotationOpacity = sphereAnnotationOpacity;
if (prop_rendering_attribute() != 11) {
finalSphereAnnotationOpacity = 1.0;
}
setSphereColor(vec4(sphereColor, finalSphereAnnotationOpacity));
setAxisColor(vec4(sphereColor, finalSphereAnnotationOpacity));
setAxisEndpointMarkerColor(vec4(sphereColor, finalSphereAnnotationOpacity));
}

3. Click outside of the box