 
 void main()
 {
-  o_PixColor = vec4(0);
+  outputColor = vec4(0);
 
   if (gl_SampleMaskIn[0] == 0)
     discard;


  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;
  }



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

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

