uniform float size; uniform float scale; #include #include #include #include #include #include void main() { #include #include #include #include gl_PointSize = size; #ifdef USE_SIZEATTENUATION bool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z ); #endif #include #include #include #include }