1varying float pointSize; 2 3void 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}