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flat in vec4 finalColor;
out vec4 fragColor;
#define VERTEX_SELECTED (1 << 0)
#define VERTEX_HIDE (1 << 4)
void main()
{
vec2 centered = gl_PointCoord - vec2(0.5);
float dist_squared = dot(centered, centered);
const float rad_squared = 0.25;
const vec4 colSel = vec4(1.0, 1.0, 1.0, 1.0);
const vec4 colUnsel = vec4(0.0, 0.0, 0.0, 1.0);
// round point with jaggy edges
if (dist_squared > rad_squared) {
discard;
}
fragColor = finalColor;
}
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