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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
}
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