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@ -32,7 +32,7 @@ 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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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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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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