@@ -45,7 +45,7 @@
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_PointSize = 4.0 * ( 300.0 / length( mvPosition.xyz ) );
+ gl_PointSize = 4.0 * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;