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      1 varying float pointSize;
      2 
      3 void main() {
      4     vec4 objPos = vec4(ATTRIB_position, 1.0);
      5     float tmpPointSize = ATTRIB_position.z*7.0;
      6     pointSize = 0.5-tmpPointSize/1000.0;
      7     objPos.z = 0.0;
      8     objPos.x = objPos.x - ATTRIB_offsetX * tmpPointSize/100.0;
      9     gl_Position = objPos;
     10     gl_PointSize = tmpPointSize*UNI_scaleSize;
     11 }