Implement something like deferred lighting
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@@ -3,7 +3,8 @@ in vec4 vColor;
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in vec2 boxOut;
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in vec2 boxIn;
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out vec4 fColor;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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void main()
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{
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@@ -12,5 +13,6 @@ void main()
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// float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
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float e = sqrt(boxIn.x) + sqrt(boxIn.y) - 1.0;
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if ( d < 0 || e > 0) { discard; }
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fColor = vColor;
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fCol = vColor;
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fPos = vec4(0,0,0,0) ;
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}
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