   GLSL Blending Distance Function Error
  //Vertex Shader://////////////varying vec3 normal;varying vec4 pos;uniform vec3 MyPoint[2];uniform float activationSize;varying float dist;float distancefinder(vec3 Point[2]){int i;//float tempDist = distance(Point,gl_Vertex);float tempDist;for (i=0;i<2;i++){tempDist = distance(Point,gl_Vertex);tempDist /= 15;if (tempDist <= 1.0){i=3;}} return (tempDist*activationSize);}void main() {  normal = gl_NormalMatrix * gl_Normal;  gl_Position = ftransform();  pos = gl_ModelViewMatrix * gl_Vertex;    dist = distancefinder(MyPoint);  //dist = distancefinder(MyPoint[0]);    //dist = distance(MyPoint[1],gl_Vertex);    //dist /= (45-(40)); // Change Value to Change Distance of Electrode // activationSize  }////////////////Fragment Shader///////////////varying vec3 normal;varying vec4 pos;varying float dist;uniform float activation;uniform sampler1D texturecolors;void main() {vec4 color;bool flag = false;if (dist <= 1.0){  vec4 colormap = tex1D(texturecolors, 1-(dist)); // Distance from Vertex // dist*activation color[0] = colormap[0]; color[1] = colormap[1]; color[2] = colormap[2]; color[3] = 0.0; }else{ color = gl_FrontMaterial.diffuse; }  vec4 matspec = gl_FrontMaterial.specular;  float shininess = gl_FrontMaterial.shininess;  vec4 lightspec = gl_LightSource[0].specular;  vec4 lpos = gl_LightSource[0].position;  vec4 s = -normalize(pos-lpos);  vec3 light = s.xyz;  vec3 n = normalize(normal);  vec3 r = -reflect(light, n);  r = normalize(r);  vec3 v = -pos.xyz;  v = normalize(v);vec4 diffuse  = color * max(0.0, dot(n, s.xyz)) *   gl_LightSource[0].diffuse;  vec4 specular;  if (shininess != 0.0) {    specular = lightspec * matspec * pow(max(0.0, dot(r, v)), shininess);  } else {    specular = vec4(0.250, 0.250, 0.250, 0.0); } gl_FragColor = diffuse + specular;}The Two shaders will produce two activation points given the input of MyPoint[2] is located on a model in XYZ Coordinates. For Some reason when I produce two of these using the distance function, the second activation is not drawn as smoothly. The edges of all polygons are shown. Does anyone know of a way to get around this? Or fixes in my code to try?Much appreciated
  Problem Partially Solved -if (tempDist <= 1.0)Changed toif (tempDist <= 2.0)and drawn correctly. The threshold here determines what can be drawn within radius. Now I am not 100% sure how to interact with it and/or how to solve now for collisions.Any help would be apprecaited   