Point size attenuation fix applied to all examples that had the wrong approach hard-coded
@@ -49,7 +49,7 @@
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
+ gl_PointSize = size * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
@@ -50,8 +50,7 @@
- //gl_PointSize = size;
@@ -49,8 +49,7 @@
- gl_PointSize = size * ( 150.0 / length( mvPosition.xyz ) );
+ gl_PointSize = size * ( 150.0 / -mvPosition.z );
@@ -45,7 +45,7 @@
- gl_PointSize = 4.0 * ( 300.0 / length( mvPosition.xyz ) );
+ gl_PointSize = 4.0 * ( 300.0 / -mvPosition.z );