#version 110 // draw the partId into the color buffer. varying float partIdV; void main (void) { // unclear what precision we have available here. dividing by 2^24 left 0, dividing by 8192 was way off. 255 seems within tolerance. // TODO figure out how best to encode a big integer in a shader output. gl_FragColor = vec4(partIdV / 255.0, 0.0, 0.0, 0.0); }