I need to draw multiple filled disks.
I have the radius value and center points for every disk.
If I provide center to vertex shader, then fragment shader only receives that point and cannot draw beyond single point.
If I provide more that one center that creates a shape filling the disk, like a square around the disk or equilateral triangle around the disk, I have to provide at least 3 vertices (Even if I use index buffers). This creates much more data that required.
Is there any more efficient way to draw disks. Or can I output more vertices from vertex shader to fragment shader, in order to increase the scope of fragment shader?