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#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
#include es_precision.glsl
#include mgl_const.glsl
#include mgl_uniform.glsl
#include mgl_attribute.glsl
#include mgl_varying.glsl
#include mgl_settexcoord.vp
void main(void)
{
if( mgl_ColorEnabled > 0 ) {
frontColor = mgl_Color;
} else {
frontColor = mgl_ColorStatic;
}
vec4 eyeCoord = mgl_PMVMatrix[1] * mgl_Vertex;
gl_Position = mgl_PMVMatrix[0] * eyeCoord;
float dist = distance(eyeCoord, vec4(0.0, 0.0, 0.0, 1.0));
float atten = sqrt( 1.0 / ( pointDistanceConstantAtten +
( pointDistanceLinearAtten +
pointDistanceQuadraticAtten * dist
) * dist
)
);
float size = clamp(pointSize * atten, pointSizeMin, pointSizeMax);
gl_PointSize = max(size, pointFadeThresholdSize);
float fade = min(size, pointFadeThresholdSize) / pointFadeThresholdSize;
frontColor.a *= fade * fade;
}
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