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);
}