     gl_Position = clip + offset;
   }
 
+  // use original vertex color
+  // vertColor = color;
 
-  vertColor = color;
+  // use texture-mapped color
   vertColor = dv;
-  // vertColor = vec4(sin(vertexIndex * 0.07));
-  // vertColor = vec4(vec3(sin(pos.x), sin(pos.y), cos(pos.x)), 1.);
-  // vertColor = vec4(vec3(offset.x + offset.y), 1.);
-  // vertColor = vec4(vec3(1.), 1.);
-
 }

  // custom point size
  float finalPointSize = pointSize * (1. + (easedMix * (dv.r * 4.)));

  // use custom vertex instead of original (vertex)
  vec4 pos = modelview * mixedVert;
  vec4 clip = projection * pos;

  if (0 < perspective) {
    // Perspective correction (points will look thiner as they move away
    // from the view position).

/*
  Originally part of the Processing project - http://processing.org
  https://github.com/processing/processing/blob/master/core/src/processing/opengl/shaders/PointVert.glsl

  Copyright (c) 2011-13 Ben Fry and Casey Reas

