How can you scale a point sprite by its distance from the camera?
GLSL fragment shader:
gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely scaled by distance. Is this correct?
How do you compute the proper scaling for my vertex attribute
size? I want each sprite to be scaled by the modelview matrix.
I had played with arbitrary values and it seems that
size is the radius in pixels at the camera, and is not in modelview scale.
I've also tried:
gl_Position = pMatrix * mvMatrix * vec4(vertex,1.0); vec4 v2 = pMatrix * mvMatrix * vec4(vertex.x,vertex.y+0.5*size,vertex.z,1.0); gl_PointSize = length(gl_Position.xyz-v2.xyz) * gl_Position.w;
But this makes the sprites be bigger in the distance, rather than smaller: