#version 130 #if (__VERSION__ >= 130) out vec4 outColor; #define Texture2D texture #else #define outColor gl_FragColor #define Texture2D texture2D #endif uniform sampler2D uPointSprite; in vec4 VSColor; void main() { vec4 aColor = Texture2D(uPointSprite, gl_PointCoord) * VSColor; if (aColor.a < 0.5) discard; outColor = aColor; }