port.max(X, drawable.getSurfaceWidth() / 2);
port.min(Y, -drawable.getSurfaceHeight() / 2);
port.max(Y, drawable.getSurfaceHeight() / 2);
//gl.glEnable(gl.GL_VERTEX_PROGRAM_POINT_SIZE);
gl.glViewport(0, 0, (int) (port.max(X) - port.min(X)), (int) (port.max(Y) - port.min(Y)));
gl.glClearColor(0, 0, 0, 1);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA);
ShaderCode vertexShader = ShaderCode.create(gl, GL3.GL_VERTEX_SHADER, this.getClass(), "shader", null, "vertex", false);
ShaderCode geometryShader = ShaderCode.create(gl, GL3.GL_GEOMETRY_SHADER, this.getClass(), "shader", null, "geometry", false);