uniform vec3 uCamera;
in vec4 aColour;
-in vec3 aNorm;
in vec3 aCo;
in vec3 aWorldCo;
float dither = fract( vDither.g / 71.0 ) - 0.5;
float diff = length(gl_PointCoord.xy-vec2(0.5));
- if( diff+dither>0.5 )
- discard;
+ if( diff+dither>0.5 )discard;
compute_motion_vectors();
FragColor = aColour;