particle: fix fading not working correctly
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				| @ -32,11 +32,12 @@ void main(){ | ||||
|     #ifdef POINT_SPRITE | ||||
|         vec4 worldPos = g_WorldMatrix * pos; | ||||
|         float d = distance(g_CameraPosition.xyz, worldPos.xyz); | ||||
|         gl_PointSize = max(1.0, (inSize * SIZE_MULTIPLIER * m_Quadratic) / d); | ||||
|         float size = (inSize * SIZE_MULTIPLIER * m_Quadratic) / d); | ||||
|         gl_PointSize = max(1.0, size); | ||||
| 
 | ||||
|         //vec4 worldViewPos = g_WorldViewMatrix * pos; | ||||
|         //gl_PointSize = (inSize * SIZE_MULTIPLIER * m_Quadratic)*100.0 / worldViewPos.z; | ||||
| 
 | ||||
|         color.a *= min(gl_PointSize, 1.0); | ||||
|         color.a *= min(size, 1.0); | ||||
|     #endif | ||||
| } | ||||
| } | ||||
|  | ||||
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