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}