#version 330 core out vec4 FragColor; in vec3 color; uniform bool drawPoints; void main() { if (drawPoints){ vec2 coord = gl_PointCoord - vec2(0.5); if (length(coord) > 0.5) discard; if (length(coord) > 0.4) FragColor = vec4(1, 1, 1, 1); else FragColor = vec4(0, 0, 0, 1); } else { FragColor = vec4(color, 1); } }