 
 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;
 


  finalColor = clamp(finalColor, vec4(0.0), vec4(1.0));

  o_PixColor = blend(finalColor, vec4(backgroundColor, 1.0));
}



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

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