precision highp float; uniform sampler2D uParticlesA; uniform float uParticleSize; attribute vec2 vPosition; varying vec2 fPosition; void main() { vec4 particleAData = texture2D(uParticlesA, vPosition); gl_Position = vec4( particleAData.x, particleAData.y, 0, 1); gl_PointSize = uParticleSize; fPosition = vPosition; }