 );
				gl_PointSize = scale * ( 300.0 / - mvPosition.z );
				gl_Position = projectionMatrix * mvPosition;
			}
		</script>
		<script type="x-shader/x-fragment" id="fragmentshader">
			uniform vec3 color;
			void main() {
				if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
				gl_FragColor = vec4( color, 1.0 );
			}
		</script>
  </head>
  <body>
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