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gl_PointSize and GLSL



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.

thanks,
wes

varying vec2 texcoord0;
varying float size;

void main (void)
{

	// transform texcoords
	texcoord0 = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);

	gl_PointSize = 10.;
	size = gl_PointSize;
	gl_Position = ftransform();
}


// texcoords varying vec2 texcoord0;

// samplers
uniform sampler2D tex0;

varying float size;

void main (void)
{
	vec4 color = texture2D(tex0, texcoord0);
	gl_FragColor = vec4(vec3(size/10.), 1.);
}
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