export default /* glsl */` uniform float size; uniform float scale; #include <common> #include <color_pars_vertex> #include <fog_pars_vertex> #include <morphtarget_pars_vertex> #include <logdepthbuf_pars_vertex> #include <clipping_planes_pars_vertex> void main() { #include <color_vertex> #include <begin_vertex> #include <morphtarget_vertex> #include <project_vertex> gl_PointSize = size; #ifdef USE_SIZEATTENUATION bool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z ); #endif #include <logdepthbuf_vertex> #include <clipping_planes_vertex> #include <worldpos_vertex> #include <fog_vertex> } `;