noperspective in float colorFac; flat in vec4 finalWireColor; flat in vec4 finalInnerColor; layout(location = 0) out vec4 fragColor; layout(location = 1) out vec4 lineOutput; void main() { float fac = smoothstep(1.0, 0.2, colorFac); fragColor.rgb = mix(finalInnerColor.rgb, finalWireColor.rgb, fac); fragColor.a = 1.0; lineOutput = vec4(0.0); }