-attribute float clamp;
+attribute float clamp_size;
void main()
{
gl_FrontColor.y = gl_Color.y;
gl_FrontColor.z = gl_Color.z;
- gl_PointSize = min( gl_Color.w * gl_ProjectionMatrix[0].x, clamp );
+ gl_PointSize = min( gl_Color.w * gl_ProjectionMatrix[0].x, clamp_size );
}
vglUseProgramObjectARB( this->VertexProgram );
- this->SetShaderVariable( "clamp", this->PointSpriteClamp );
+ this->SetShaderVariable( "clamp_size", this->PointSpriteClamp );
TVertex* aVertex = new TVertex[ this->TotalCells ];