For some reason point sprites in "natural" orientation are upside down :S
@@ -156,7 +156,7 @@ THREE.ShaderChunk = {
"#ifdef USE_MAP",
- "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
+ "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
"#endif"