#version 150
in vec4 gxl3d_Position;
in vec4 gxl3d_Color;
uniform mat4 gxl3d_ModelViewProjectionMatrix;
uniform mat4 gxl3d_ModelViewMatrix;
uniform float point_size;
out float intensity;
out vec4 Vertex_Color;
void main()
{
  intensity = gxl3d_Position.w;
  vec4 P = vec4(gxl3d_Position.xyz, 1);
  gl_Position = gxl3d_ModelViewProjectionMatrix * P;
  //vec4 eye = gxl3d_ModelViewMatrix * P; 
  //float d = length(eye);
  //gl_PointSize = 20.0 * 1.0/(0.0 + 0.04*d + 0.0001*d*d); 			
  gl_PointSize = point_size; 			
  Vertex_Color = gxl3d_Color;
  //Vertex_Color = vec4(1.0);
}
