 
 in vec4 u_Pos;
 
-layout(location = 0) out vec4 o_PixColor;
+layout(location = 0) out vec4 outputColor;
 layout(location = 1) out vec4 position;
 layout(depth_any) out float gl_FragDepth;
 


  if (pos.x >= u_ScreenSz || pos.y >= u_ScreenSz || pos.x < 0 || pos.y < 0)
  {
    o_PixColor = vec4(1.0, 1.0, 0.3, 1.0);
    return;
  }



void main()
{
  outputColor = vec4(0);

  if (gl_SampleMaskIn[0] == 0)
    discard;
