I’m practicing drawing programatic geometry using GLSL based off of the JUCE OpenGL demo. I’m trying to access gl_PointCoord in the fragment shader in order to create kind of sprite looking things from GL_POINTS that I’m drawing from a VBO. According to the documentation, gl_PointCoord.xy should correspond to the normalized position of each fragment within the point going from left to right. However it seems that the values are always set to zero when I try to use them. I did have to add #version 120 to the top of the fragment shader in order to get access to gl_PointCoord (otherwise it would spit an error), so I’m wondering if there’s something I need to do back on the JUCE side in order to “fill” this data.