Build the base quad geometry for instanced point rendering.
Four corner vertices in unit quad space ((-1, -1) ... (1, 1))
plus a 2-triangle index list. The vertex shader expands these into
a screen-space sprite of the per-instance size; the sprite UV
(replacing the old gl_PointCoord) is (aQuadCorner + 1.0) * 0.5
which lands in [0, 1]².
Range and attribute name match createLineQuadGeometry and
createGSplatQuadGeometry exactly so the three geometry types
share one vertex-shader idiom for sprite expansion.
Build the base quad geometry for instanced point rendering.
Four corner vertices in unit quad space (
(-1, -1)...(1, 1)) plus a 2-triangle index list. The vertex shader expands these into a screen-space sprite of the per-instance size; the sprite UV (replacing the oldgl_PointCoord) is(aQuadCorner + 1.0) * 0.5which lands in[0, 1]².Range and attribute name match
createLineQuadGeometryandcreateGSplatQuadGeometryexactly so the three geometry types share one vertex-shader idiom for sprite expansion.