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@@ -32,7 +32,7 @@ void main(){
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#ifdef POINT_SPRITE
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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 size = (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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