distance[2] = dot(p, HalfSpace2);
distance[3] = dot(p, HalfSpace3);
-#if 1
distance = smoothstep(-FWidth, FWidth, distance);
inorout += dot(distance, vec4(1.0));
surfColor += SpecularColor * intensity;
gl_FragColor = surfColor;
-#else
- gl_FragColor = distance;
-#endif
}