It seems this should be easy but I\'m having a lot of difficulty using part of a texture with a point sprite. I have googled around extensively and turned up various answers
Point sprites are composed of a single position. Therefore any "varying" values will not actually vary, because there's nothing to interpolate between.
gl_PointCoord is a vec2 value where the XY values are between [0, 1]. They represent the location on the point. (0, 0) is the bottom-left of the point, and (1, 1) is the top-right.
So you want to map (0, 0) to the bottom-left of your sprite, and (1, 1) to the top-right. To do that, you need to know certain things: the size of the sprites (assuming they're all the same size), the size of the texture (because the texture fetch functions take normalized texture coordinates, not pixel locations), and which sprite is currently being rendered.
The latter can be set via a varying. It can just be a value that's passed as per-vertex data into the varying in the vertex shader.
You use that plus the size of the sprites to determine where in the texture you want to pull data for this sprite. Once you have the texel coordinates you want to use, you divide them by the texture size to produce normalized texture coordinates.
In any case, point sprites, despite the name, aren't really meant for sprite rendering. It would be easier to use quads/triangles for that, as you can have more assurance over exactly what positions everything has.