#version 330 core uniform vec3 scale; in vec3 vPos; out vec4 fColor; void main() { // float thickness = 0.2; // vec3 distanceFromEdge = abs(scale * vPos) - scale / 2; // vec3 vec = distanceFromEdge + vec3(thickness / 2); // vec3 signs = max(sign(vec), 0); // float negatives = signs.x + signs.y + signs.z; // if (negatives >= 2) // fColor = vec4(0.204, 0.584, 0.922, 1); // else // fColor = vec4(0); fColor = vec4(0.204, 0.584, 0.922, 1); }