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;
}