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uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
#if __VERSION__ == 120
attribute vec2 pos;
varying vec4 radii;
#else
in vec2 pos;
out vec4 radii;
#endif
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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;
}
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