Points

VertexShader

	
			precision mediump float;
			precision mediump int;

			uniform mat4 modelViewMatrix; // optional
			uniform mat4 projectionMatrix; // optional

			attribute vec3 position;
			attribute vec4 color;

			varying vec3 vPosition;
			varying vec4 vColor;

			void main()	{

				vPosition = position;
				vColor = color;

				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
				gl_PointSize = 10.0;
			}
	
	

Fragment Shader

	
		

			precision mediump float;
			precision mediump int;


			varying vec3 vPosition;
			varying vec4 vColor;

			void main()	{

				vec4 color = vec4( vColor.x / 255.0, vColor.y / 255.0,vColor.z / 255.0,vColor.a / 255.0 );

				gl_FragColor = color;

			}