out vec4 FragColor; #include "motion_vectors_fs.glsl" uniform vec3 uCamera; in vec4 aColour; in vec3 aCo; in vec3 aWorldCo; void main() { vec2 ssuv = gl_FragCoord.xy; vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) ); float dither = fract( vDither.g / 71.0 ) - 0.5; float diff = length(gl_PointCoord.xy-vec2(0.5)); if( diff+dither>0.5 )discard; compute_motion_vectors(); FragColor = aColour; }