
    #version 120 

    #extension GL_EXT_bindable_uniform : enable 

    #extension GL_EXT_gpu_shader4 : enable 
#define tex2D texture2D



varying vec3 normal;
varying vec3 normalB;
varying vec2 texture_coordinate_1; 
//varying vec3 vertex_to_light_vector;
varying vec4 position;
				uniform float PosY;
varying vec4 projection_position;

uniform mat4 ProjectionMatrix;

varying vec4 ShadowPosZ;

				uniform sampler2D texture2d_1;
uniform float particlesize;
varying float rnd;
varying vec4 Color;

uniform float Screensize;

//TGL.SetUniform1f (FPParticles2,"Screensize",double(GlobalScreenResolution.x)/1000.0);

void main()
{

vec4 glVertex= gl_Vertex;

glVertex= gl_TextureMatrix[0] * glVertex;
gl_Position =  glVertex;


gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
Color=gl_Color;
rnd=gl_Color.r;
position=gl_Position;
	gl_PointSize =Screensize*particlesize*4.0/gl_Position.w;

}











