@vs pointvs in vec2 apos; in vec4 acolor; in float aradius; uniform pvs_p { mat4 proj; }; out vec4 fcolor; void main() { gl_Position = proj * vec4(apos, 0.0, 1.0); fcolor = acolor; gl_PointSize = 1.0; } @end @fs pointfs out vec4 color; in vec4 fcolor; void main() { float d = length(gl_FragCoord.xy - vec2(0.5,0.5)); /* Should really pointcoord, normalized */ if (d >= 0.1) discard; color = fcolor; } @end @program point pointvs pointfs