// -*-C++-*- // Shader that uses OpenGL state values to do per-pixel lighting uniform float size; varying vec3 relPos; varying vec2 rawPos; varying float pixelSize; void main() { gl_FrontColor= gl_Color; gl_Position = ftransform(); vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); relPos = gl_Vertex.xyz - ep.xyz; rawPos = gl_Vertex.xy; float dist = length(relPos); float lightScale = size * size * size * size * size / 1000.0; pixelSize = min(size * size/25.0,lightScale/dist); gl_PointSize = 2.0 * pixelSize; }