From 49cb3cb98b8c92fcbcc0a53a1e072c1f9372dcbf Mon Sep 17 00:00:00 2001
From: Ken Russell Wide point primitive clipping
+If POINTS primitives are drawn, then the vertex shader for the currently bound program
+must set the built-in output variable gl_PointSize, or the draw will have no effect.
+
+The OpenGL ES and OpenGL GLSL ES specifications define that if the built-in vertex shader output
+variable gl_PointSize is not written to, then its value is undefined in later shader
+stages. As a consequence, in these specifications, it is undefined whether the draw has an effect.
+
+ +The WebGL API clarifies this behavior by guaranteeing that such draws have no effect. All of the +validation for the draw operation, including generation of any errors, is still performed. +
+