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- attribute float aScale;
- uniform float uPixelRatio;
- uniform float uTime;
- void main()
- {
- vec4 modelPosition = modelMatrix * vec4(position, 1.0);
- modelPosition.y += sin(uTime + modelPosition.x * 100.0) * aScale * 0.1;
- vec4 viewPosition = viewMatrix * modelPosition;
- vec4 projectionPosition = projectionMatrix * viewPosition;
- gl_Position = projectionPosition;
- gl_PointSize = 100.0 * aScale * uPixelRatio;
- gl_PointSize *= (1.0 / -viewPosition.z);
- }
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