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@@ -31,12 +31,12 @@ void main()
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{
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const Particle part = u_particles[gl_VertexID / 2];
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- const Vec4 clipPos = u_mvp * Vec4(part.m_newWorldPosition, 1.0);
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+ const Vec4 crntClipPos = u_mvp * Vec4(part.m_newWorldPosition, 1.0);
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const Vec4 prevClipPos = u_mvp * Vec4(part.m_oldWorldPosition, 1.0);
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- gl_Position = ((gl_VertexID & 1) == 0) ? clipPos : prevClipPos;
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+ gl_Position = ((gl_VertexID & 1) == 0) ? crntClipPos : prevClipPos;
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- const Vec2 crntNdc = clipPos.xy / clipPos.w;
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+ const Vec2 crntNdc = crntClipPos.xy / crntClipPos.w;
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const Vec2 prevNdc = prevClipPos.xy / prevClipPos.w;
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// It's NDC_TO_UV(prevNdc) - NDC_TO_UV(crntNdc) or:
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