export const vertex = /* 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 <morphcolor_vertex> #include <begin_vertex> #include <morphtarget_vertex> #include <project_vertex> gl_PointSize = size; #ifdef USE_SIZEATTENUATION bool isPerspective = isPerspectiveMatrix( projectionMatrix ); if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z ); #endif #include <logdepthbuf_vertex> #include <clipping_planes_vertex> #include <worldpos_vertex> #include <fog_vertex> } `; export const fragment = /* glsl */` uniform vec3 diffuse; uniform float opacity; #include <common> #include <color_pars_fragment> #include <map_particle_pars_fragment> #include <alphatest_pars_fragment> #include <fog_pars_fragment> #include <logdepthbuf_pars_fragment> #include <clipping_planes_pars_fragment> void main() { #include <clipping_planes_fragment> vec3 outgoingLight = vec3( 0.0 ); vec4 diffuseColor = vec4( diffuse, opacity ); #include <logdepthbuf_fragment> #include <map_particle_fragment> #include <color_fragment> #include <alphatest_fragment> outgoingLight = diffuseColor.rgb; #include <output_fragment> #include <tonemapping_fragment> #include <encodings_fragment> #include <fog_fragment> #include <premultiplied_alpha_fragment> } `;