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#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: */
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