_OUT_ float maxDist;
_OUT_ vec2 gradient;
_OUT_ float gradientLength;
-_OUT_ vec4 color_stops[8];
-_OUT_ float color_offsets[8];
+_OUT_ vec4 color_stops[6];
+_OUT_ float color_offsets[6];
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
_IN_ float maxDist;
_IN_ vec2 gradient;
_IN_ float gradientLength;
-_IN_ vec4 color_stops[8];
-_IN_ float color_offsets[8];
+_IN_ vec4 color_stops[6];
+_IN_ float color_offsets[6];
void main() {
// Position relative to startPoint
uniform vec2 u_center;
_OUT_ vec2 center;
-_OUT_ vec4 color_stops[8];
-_OUT_ float color_offsets[8];
+_OUT_ vec4 color_stops[6];
+_OUT_ float color_offsets[6];
_OUT_ float start;
_OUT_ float end;
uniform float u_end;
_IN_ vec2 center;
-_IN_ vec4 color_stops[8];
-_IN_ float color_offsets[8];
+_IN_ vec4 color_stops[6];
+_IN_ float color_offsets[6];
_IN_ float start;
_IN_ float end;