WHILE TRUE
MOUSESTATE mx, my, b1, b2
infl = mx / 640  /2
Tri(0,200, 200,100,  50,0,  0x0000ff, 0x00ff00, 0xff0000, 0xffffff, infl)
PRINT infl, 0,0
SHOWSCREEN
WEND
FUNCTION intpl: x1, x2, infl
	RETURN (x2-x1) * infl + x1
ENDFUNCTION
FUNCTION Tri: x1,y1,x2,y2,x3,y3, c1,c2,c3, c_center, infl
// draw c1-edge
LOCAL x12, x21, y12, y21
LOCAL x23, x32, y23, y32
LOCAL x31, x13, y31, y13
	x12 = intpl(x1,x2,infl)
	x21 = intpl(x2,x1,infl)
	x23 = intpl(x2,x3,infl)
	x32 = intpl(x3,x2,infl)
	x31 = intpl(x3,x1,infl)
	x13 = intpl(x1,x3,infl)
	y12 = intpl(y1,y2,infl)
	y21 = intpl(y2,y1,infl)
	y23 = intpl(y2,y3,infl)
	y32 = intpl(y3,y2,infl)
	y31 = intpl(y3,y1,infl)
	y13 = intpl(y1,y3,infl)
	
	// c1 corner
	STARTPOLY -1
		POLYVECTOR x1 ,y1 , 0,0,c1
		POLYVECTOR x12,y12, 0,0,c1
		POLYVECTOR x13,y13, 0,0,c1
	ENDPOLY		
		
	// c2 corner
	STARTPOLY -1
		POLYVECTOR x2 ,y2 , 0,0,c2
		POLYVECTOR x23,y23, 0,0,c2
		POLYVECTOR x21,y21, 0,0,c2
	ENDPOLY		
	// c3 corner
	STARTPOLY -1
		POLYVECTOR x3 ,y3 , 0,0,c3
		POLYVECTOR x31,y31, 0,0,c3
		POLYVECTOR x32,y32, 0,0,c3
	ENDPOLY
	// inner part
	STARTPOLY -1
		POLYVECTOR (x1+x2+x3)/3, (y1+y2+y3)/3,0,0,c_center
		POLYVECTOR x12,y12, 0,0,c1
		POLYVECTOR x21,y21, 0,0,c2
		POLYVECTOR x23,y23, 0,0,c2
		POLYVECTOR x32,y32, 0,0,c3
		POLYVECTOR x31,y31, 0,0,c3
		POLYVECTOR x13,y13, 0,0,c1
		POLYVECTOR x12,y12, 0,0,c1
	ENDPOLY
ENDFUNCTIONSet the infl - influence factor from 0,0 (3-noded triangle) to 0.5 (very hard edges, shaded 6-faced core).
Move the mouse left-right to see what I mean.
			
			
			
				Nice effect  :good: