#version 120 uniform float dist; void main() { gl_PointSize = min(200/dist * log(gl_Vertex.w+2), 200); gl_FrontColor = vec4(1, gl_Vertex.w/2, 0, 1); gl_PointSize = 100/dist * min(gl_Vertex.w+.5, 1); gl_FrontColor = vec4(1, 1-log(gl_Vertex.w+1.0), 0, 1); gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1); } /* vim: set syn=glsl: */