precision mediump float; uniform float radius; attribute vec4 a_Position; uniform vec2 u_mouse; uniform vec2 u_resolution; void main() { if (u_mouse.x < ((2. + a_Position.x) / 2.) * u_resolution.x) { gl_PointSize = radius * 2.; } else { gl_PointSize = radius; } gl_Position = a_Position; }