attribute vec2 coord2d; varying vec4 f_color; uniform float offset_x; uniform float scale_x; uniform lowp float sprite; void main(void) { gl_Position = vec4((coord2d.x + offset_x) * scale_x, coord2d.y, 0, 1); f_color = vec4(coord2d.xy / 2.0 + 0.5, 1, 1); gl_PointSize = max(1.0, sprite); }