For this example, we'll need to render a number of point primitives. The positions can be sent via attribute location 0. There's no need to provide normal vectors or texture coordinates for this one.
The following uniform variables are defined within the shaders, and need to be set within the OpenGL program:
- Size2: This should be half the width of the sprite's square
- SpriteTex: This is the texture unit containing the point sprite texture
As usual, uniforms for the standard transformation matrices are also defined within the shaders, and need to be set within the OpenGL program.