material { name : PointSprites, requires : [ custom0, color ], shadingModel : unlit, blending : add, parameters : [ { type : sampler2d, name : fade } ] } vertex { void materialVertex(inout MaterialVertexInputs material) { gl_PointSize = getCustom0().r; } } fragment { void material(inout MaterialInputs material) { prepareMaterial(material); float L = texture(materialParams_fade, gl_PointCoord).r; material.baseColor = getColor() * vec4(L, L, L, 1); } }