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@@ -32,11 +32,12 @@ void main(){
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#ifdef POINT_SPRITE
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#ifdef POINT_SPRITE
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vec4 worldPos = g_WorldMatrix * pos;
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vec4 worldPos = g_WorldMatrix * pos;
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float d = distance(g_CameraPosition.xyz, worldPos.xyz);
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float d = distance(g_CameraPosition.xyz, worldPos.xyz);
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- gl_PointSize = max(1.0, (inSize * SIZE_MULTIPLIER * m_Quadratic) / d);
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+ float size = (inSize * SIZE_MULTIPLIER * m_Quadratic) / d);
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+ gl_PointSize = max(1.0, size);
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//vec4 worldViewPos = g_WorldViewMatrix * pos;
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//vec4 worldViewPos = g_WorldViewMatrix * pos;
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//gl_PointSize = (inSize * SIZE_MULTIPLIER * m_Quadratic)*100.0 / worldViewPos.z;
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//gl_PointSize = (inSize * SIZE_MULTIPLIER * m_Quadratic)*100.0 / worldViewPos.z;
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- color.a *= min(gl_PointSize, 1.0);
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+ color.a *= min(size, 1.0);
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#endif
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#endif
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-}
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+}
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