#version 330 core #if (__VERSION__ >= 130) in vec4 Color; in vec3 Vertex; in float Diameter; #else #define Vertex gl_Vertex #define Color gl_Color; attribute float Diameter; #endif uniform mat4 uModelViewProjectionMatrix; uniform int uGeneralPointSize; out vec4 VSColor; void main() { gl_Position = uModelViewProjectionMatrix * vec4 (Vertex.xyz, 1.0); if (uGeneralPointSize == -1) gl_PointSize = Diameter; else gl_PointSize = uGeneralPointSize; VSColor = Color; }