1varying lowp vec4 color; 2varying lowp float factor1; 3varying lowp float factor2; 4 5void main() 6{ 7 gl_Position = UNI_modelViewProj * vec4(ATTRIB_position.xyz, 1.0); 8 factor2 = (UNI_farPlane - abs(gl_Position.z)) / UNI_farPlane; 9 gl_PointSize = factor2 * UNI_maxPointSize; 10 color = ATTRIB_color; 11 color.a = color.a * factor2; 12 factor2 = abs((factor2 * 2.0) - 1.0); 13 factor1 = (1.0 - factor2) * 0.2; 14} 15