6
uniform float brightness;
7
uniform float minimumFeatureSize;
21
float s = size * vertex[0].size;
22
if (s >= minimumFeatureSize)
24
vec4 p = m * gl_in[0].gl_Position;
25
float screenFrac = s / length(p);
29
* This shader assumes that vertices are rendered in CCW order.
31
vec4 v0 = vec4(viewMat * vec3(-1.0, 1.0, 0.0) * s, 0.0);
32
vec4 v1 = vec4(viewMat * vec3(-1.0, -1.0, 0.0) * s, 0.0);
33
vec4 v2 = vec4(viewMat * vec3( 1.0, 1.0, 0.0) * s, 0.0);
34
vec4 v3 = vec4(viewMat * vec3( 1.0, -1.0, 0.0) * s, 0.0);
35
float alpha = (0.1 - screenFrac) * vertex[0].brightness * brightness;
36
vec4 color = vec4(vertex[0].color, alpha);
39
v_TexCoord = vec2(0.0, 1.0);
44
v_TexCoord = vec2(0.0, 0.0);
49
v_TexCoord = vec2(1.0, 1.0);
54
v_TexCoord = vec2(1.0, 0.0);