lunch
11
Hmmm, interesting… I saw a few links which tackle antialiasing through the shader, but they all use standard derivatives:
https://www.desultoryquest.com/blog/drawing-anti-aliased-circular-points-using-opengl-slash-webgl/
http://madebyevan.com/shaders/grid/
I had trouble trying to enable the standard derivatives extension in three.js, which led me to this:
Still no luck 