uniform float time; varying vec2 vUv; varying vec3 vPosition; uniform sampler2D texture1; float PI = 3.141592653589793238; void main() { vUv = uv; vec4 mvPosition = modelViewMatrix * vec4( position, 1. ); gl_PointSize = 1000. * ( 1. / - mvPosition.z ); gl_Position = projectionMatrix * mvPosition; }