 #endif
 //	gl_Position = vec4(0.00025, 0.00025, -gl_VertexID*0.0001-0.001, 1.0);
 
-	float pointsize;
-	if(gl_VertexID==0)
-	{
-		gl_Position = vec4(0.000125, 0.000125, -ZNEAR, 1.0);
-		pointsize = ZNEAR_H*0.5;
-	}else if(gl_VertexID==1)
-	{
-		gl_Position = vec4(0.000125, -0.000125, -ZNEAR*2.0, 1.0);
-		pointsize = ZNEAR_H*0.5;
-	}else
-	{
-		float z = gl_VertexID * 0.001;
-		gl_Position = vec4(-0.0005, -0.0005, -ZNEAR*2.0-z, 1.0);
-		pointsize = ZNEAR_H*0.2;
-	}
+	test_star();
+}
 
-	gl_Position = pvm * gl_Position;
-	gl_Position.xy = gl_Position.xy * viewport_scale + viewport_offset*gl_Position.w;
-
-	float ps = pvm[0][0] * pointsize * viewport_scale.x;
-	gl_PointSize = viewport_size.x*0.5*ps / gl_Position.w;
-}


out vec4 vary_color;

void main()
{
#if 0

#version 430

//1=1光年とする!

//#define WIDTH	1920.0
//#define HEIGHT	1080.0
