I have a GLSL shader and I'm writing gl_PointSize in my vertex shader.
To verify the value, I send it to my fragment shader and it has the
correct value, however, my points are all rendering according to
glPointSize() not gl_PointSize. Any ideas? OSX10.4.8 macintel radeon
x1600 Is there something I have to do aside from writing to the
value? I have point sprites enabled when drawing the points.
void main (void)
{
vec4 color = texture2D(tex0, texcoord0);
gl_FragColor = vec4(vec3(size/10.), 1.);
}
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