#version 330 #include flat in vec3 f_normal_raw; void main() { float x = (gl_PointCoord.x - 0.5f) * 2.0f; float y = (gl_PointCoord.y - 0.5f) * 2.0f; float dist2 = abs(x * x + y * y); if (dist2 > 0.5f * 0.5f) discard; // color data is shared with normals, ugh gl_FragData[0] = vec4(f_normal_raw.bgr, 1.0f); gl_FragData[1] = vec4(0.0f); }