#version 430 core in vec4 gColor; in vec2 gBoundingBox; out vec4 fColor; //out float gl_FragDepth; void main() { if ( dot(gBoundingBox,gBoundingBox) > 1) { discard; } fColor = gColor; // fColor = vec4 (1,1,1,1); } //note it is the fragdepth that stops this from being square