#include "transform/polar.glsl" in float x; in float y; in float value; flat in vec4 vrange; out vec4 FragColor; void main() { vec4 inversed = inverse(x, y); if (inversed.x < vrange.x || inversed.x > vrange.z) { discard; } vec4 result = ; if (result.w == 0.0) { discard; } // result = texture(colormap_2, 1.0); // vec4 result = vec4(value /10.0, value / 10.0, 1.0, value / 10.0); FragColor = result; }