uniform mat4 ModelViewProjectionMatrix; #ifdef USE_WORLD_CLIP_PLANES uniform mat4 ModelMatrix; #endif uniform float size; uniform float outlineWidth; in vec3 pos; out vec4 radii; void main() { vec4 pos_4d = vec4(pos, 1.0); gl_Position = ModelViewProjectionMatrix * pos_4d; gl_PointSize = size; /* calculate concentric radii in pixels */ float radius = 0.5 * size; /* start at the outside and progress toward the center */ radii[0] = radius; radii[1] = radius - 1.0; radii[2] = radius - outlineWidth; radii[3] = radius - outlineWidth - 1.0; /* convert to PointCoord units */ radii /= size; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); #endif }