//@renderpasses 0 varying vec4 color; //@vertex attribute vec4 mx2_Vertex; attribute vec4 mx2_Color; uniform mat4 mx2_ModelViewProjectionMatrix; void main(){ color=mx2_Color; gl_Position=mx2_ModelViewProjectionMatrix * mx2_Vertex; gl_PointSize=1.0; } //@fragment void main(){ gl_FragColor=color; }