VARYING vec3 pos; VARYING float disc; void MAIN() { vec2 UV = UV0 * (vertices / range); vec3 v = texture(height, UV).xyz; pos = v; disc = 0; if (fill && v.y > graphHeight) disc = 1; VERTEX = v; POSITION = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0); }