#version 450 core layout (location=0) out vec4 fCol; layout (location=1) out vec4 fPos; in vec4 gColC; in vec4 gColE; in vec3 gPos; in vec2 gBoundingBox; void main() { float d = dot(gBoundingBox,gBoundingBox); if ( d > 1) { discard; } fCol = mix (gColE , gColC, d); fPos = vec4(gPos,1); }