6 layout(points, max_vertices = 1) out;
10 uniform
double aspect;
28 bool glitched = ! (c1[0].w == 0.0);
29 bool escaped = c1[0].z > 0.0;
30 if (pass == 0 || (escaped && glitched)) {
34 ida = vec4(-abs(c1[0].z), 0.0, 0.0, 0.0);
35 gl_Position = vec4(c1[0].xy * vec2(aspect, 1.0), 0.0, 1.0);