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uniform mat4 g_WorldViewProjectionMatrix;
attribute vec3 inPosition;
attribute vec4 inColor;
attribute vec4 inTexCoord;
varying vec4 color;
#ifdef USE_TEXTURE
varying vec4 texCoord;
#endif
#ifdef POINT_SPRITE
uniform mat4 g_WorldViewMatrix;
uniform mat4 g_WorldMatrix;
uniform vec3 g_CameraPosition;
uniform float m_Quadratic;
const float SIZE_MULTIPLIER = 4.0;
attribute float inSize;
#endif
void main(){
vec4 pos = vec4(inPosition, 1.0);
gl_Position = g_WorldViewProjectionMatrix * pos;
color = inColor;
#ifdef USE_TEXTURE
texCoord = inTexCoord;
#endif
#ifdef POINT_SPRITE
vec4 worldPos = g_WorldMatrix * pos;
float d = distance(g_CameraPosition.xyz, worldPos.xyz);
gl_PointSize = max(1.0, (inSize * SIZE_MULTIPLIER * m_Quadratic) / d);
//vec4 worldViewPos = g_WorldViewMatrix * pos;
//gl_PointSize = (inSize * SIZE_MULTIPLIER * m_Quadratic)*100.0 / worldViewPos.z;
color.a *= min(gl_PointSize, 1.0);
#endif
}
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