vec3 col; if (isColorMode) { col = (d > 0.0) ? externalColor : internalColor; col *= 1.05 - exp(-6.0 * abs(d)); col *= 0.8 + 0.2 * cos(110.0 * d); col = mix(col, vec3(1.0), 1.0 - smoothstep(0.0, 0.01, abs(d))); } else { col = (d > 0.0) ? vec3(1.0) : vec3(0.0); }