attribute vec4 position; attribute vec4 color; attribute vec4 normal; uniform mat4 ModelMatrix; uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; varying vec4 V_Color; void main() { V_Color=color; gl_PointSize=64.0; vec4 pos=vec4(position.x+normal.x,position.y+normal.y,position.z+normal.z,1.0); gl_Position=ProjectionMatrix*ViewMatrix*ModelMatrix*pos; }