#version 100 /* Attributes */ attribute vec3 inVertexPosition; attribute vec3 inVertexNormal; attribute vec4 inVertexColor; attribute vec2 inTexCoord0; /* Uniforms */ uniform mat4 uWVPMatrix; uniform mat4 uWVMatrix; uniform mat4 uNMatrix; uniform mat4 uTMatrix0; uniform float uThickness; /* Varyings */ varying vec2 vTextureCoord0; varying vec4 vVertexColor; varying vec4 vSpecularColor; varying float vFogCoord; void main() { gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0); gl_PointSize = uThickness; vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0); vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy; vVertexColor = inVertexColor.bgra; vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0); vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz; vFogCoord = length(Position); }