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uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
in vec2 pos;
in vec4 color;
out vec4 radii;
out vec4 fillColor;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_PointSize = size;
fillColor = color;
/* 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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