export default /* glsl */`
uniform float size;
uniform float scale;
#include
#include
#include
#include
#include
#include
void main() {
#include
#include
#include
#include
gl_PointSize = size;
#ifdef USE_SIZEATTENUATION
bool isPerspective = isPerspectiveMatrix( projectionMatrix );
if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );
#endif
#include
#include
#include
#include
}
`;