Const defaultFragmentShader
defaultFragmentShader: "#pragma glslify: range = require('glsl-range');uniform vec3 pointColor;uniform sampler2D texture;uniform float opacity;varying vec3 vColor;void main() {float x = 25.0;// Map value to 0..1 domain// (no need if x is already in 0..1 range)float min = 10.0;float max = 100.0;float t = range(min, max, x);// Now linear interpolate to new domainfloat outMin = 0.25;float outMax = 0.75;float result = mix(outMin, outMax, t);// Or, linear scale from one color to anothervec3 colorA = vec3(0.15, 0.5, 1.0);vec3 colorB = vec3(0.5, 0.0, 0.25);vec3 color = mix(colorA, colorB, t);gl_FragColor = vec4( color, 1.0 );gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );gl_FragColor.w = opacity;// Your incoming value}" = `#pragma glslify: range = require('glsl-range');uniform vec3 pointColor;uniform sampler2D texture;uniform float opacity;varying vec3 vColor;void main() {float x = 25.0;// Map value to 0..1 domain// (no need if x is already in 0..1 range)float min = 10.0;float max = 100.0;float t = range(min, max, x);// Now linear interpolate to new domainfloat outMin = 0.25;float outMax = 0.75;float result = mix(outMin, outMax, t);// Or, linear scale from one color to anothervec3 colorA = vec3(0.15, 0.5, 1.0);vec3 colorB = vec3(0.5, 0.0, 0.25);vec3 color = mix(colorA, colorB, t);gl_FragColor = vec4( color, 1.0 );gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );gl_FragColor.w = opacity;// Your incoming value}`