attribute mediump vec2 aPosition; attribute highp float aHue; varying mediump vec2 vTexCoord; uniform mediump mat4 uMvpMatrix; uniform mediump vec3 uSize; uniform mediump float uPointSize; uniform lowp vec4 uFadeColor; varying mediump vec3 vVertexColor; varying mediump float vHue; vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); vertexPosition.xyz *= (uSize - uPointSize); vertexPosition = uMvpMatrix * vertexPosition; vVertexColor = hsv2rgb(vec3(aHue, 0.7, 1.0)); vHue = aHue; gl_PointSize = uPointSize; gl_Position = vertexPosition; }