attribute vec4 position; attribute vec3 color; uniform mat4 modelViewProjectionMatrix; uniform vec3 bgSize; uniform vec3 bgCenter; uniform float bgPrecisionMax; uniform float bgPrecisionColMax; varying vec3 col; void main() { vec3 vertPosition = position.xyz; vertPosition = bgCenter + bgSize * vertPosition / bgPrecisionMax; gl_Position = modelViewProjectionMatrix * vec4(vertPosition, 1.0); gl_PointSize = max( 200.0 / gl_Position.w, 1.0); col = color / bgPrecisionColMax; } #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform vec3 light0_Direction; uniform sampler2D u_texture; varying vec3 col; void main() { gl_FragColor = vec4(col, 1.0); }