#version 430 core
in vec4 gColor;
in vec2 cenPosT;
in float gRad;
out vec4 fColor;
out float gl_FragDepth;

void main()
{
  vec2 pos = gl_FragCoord.xy;
 // fColor = vec4( gColor.xyz , 0 );
 // fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
 // fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
//  fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
  gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
  fColor = gColor;
}
//note it is the fragdepth that stops this from being square
