I'm optimizing my particle renderer to work with GL_POINTS and now I need to adjust the size of the points using gl_PointSize in the vertex shader to scale the particles the right amount from the vertex shader.
This is the vertex shader I have now:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in uint uv;
uniform mat4 projection;
uniform mat4 view;
void main(){
gl_PointSize = 10; // No difference with gl_PointSize = 1000
gl_Position = projection * view * vec4(position, 1.0);
}
Changing the gl_PointSize doesn't seem to make a difference when changed in the vertex shader.