#version 120 uniform bool use_fixed_screen_size; uniform float zoom; uniform float point_size; uniform float near_plane_height; float fixed_screen_size() { return point_size; } float fixed_world_size() { return (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w; } void main() { gl_Position = ftransform(); gl_PointSize = use_fixed_screen_size ? fixed_screen_size() : fixed_world_size(); }