#version 450 core in vec4 vPosID; in vec4 vCol; in vec4 vControls; layout (location=0) out vec4 fCol; layout (location=1) out vec4 fPos; layout (location=2) out vec4 fNorm; void main() { float d = dot(vControls,vControls); if (d > 1) {discard;} fCol = vec4(vCol.xyz,vCol.w*(1-d)); fPos = vec4(vPosID.xyz, vCol.w*(1-d)); //fPos = vec4(vPosID.xy,vPosID.z*0.5, vCol.w*(1-d)); fNorm = vec4(-vControls.xy, -0.1 + 0.2 * d ,fPos.w); //fNorm = vec4(-vControls.xy, -0.1 + 2 * d ,vCol.w * (1.01-(d*d*d))); //fNorm = vec4(-vControls.xy, -0.1 + d , fPos.w); }