@ -32,7 +32,7 @@ void main(){
#ifdef POINT_SPRITE
vec4 worldPos = g_WorldMatrix * pos;
float d = distance(g_CameraPosition.xyz, worldPos.xyz);
float size = (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;