 
   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);
+    outputColor = vec4(1.0, 1.0, 0.3, 1.0);
     return;
   }
 


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

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


in vec4 u_Pos;

layout(location = 0) out vec4 outputColor;
layout(location = 1) out vec4 position;
layout(depth_any) out float gl_FragDepth;

