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