         vs_color = vec4(0);
     }
 
-    //if(rValue > thresholdFlux){
-    //  vs_color = vec4(0);
-    //}
-
     if(fluxValue < thresholdFlux){
         gl_PointSize = nodeSize;
     }
     else{
         gl_PointSize = nodeSizeLargerFlux;
     }
+    if(Streamnumber != activestreamnumber && NodeskipMethod == 3){
+        vs_color = vec4(0);
+    }
+  
+
+    
         
         vec3 vertexPosRelativetoEarth;
         vertexPosRelativetoEarth.x = in_position.x; // + earthPos.x;

// _VA_INDEX in renderableStreamNodes.h
layout(location = 3)
in int nodeIndex;

// These should correspond to the enum 'ColorMode' in renderablestreamnodes.cpp
const int uniformColor     = 0;

uniform vec3 earthPos;
uniform float DistanceThreshold;
uniform int DistanceMethod;
uniform int activestreamnumber;

// Inputs
// Should be provided in meters
