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Update #6 - Added FXAA Antialiasing
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@ -47,18 +47,12 @@ void main() {
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float particleSize = u_texCoordSize2f_particleSize1f.z * p_particleSize_texCoordsSize_2i.x;
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float f1 = u_transformParam_1_2_3_4_f.x;
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float f2 = u_transformParam_1_2_3_4_f.y;
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float f3 = u_transformParam_1_2_3_4_f.z;
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float f4 = u_transformParam_1_2_3_4_f.w;
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float f5 = u_transformParam_5_f;
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vec3 pos3f = p_position3f;
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pos3f.x += f1 * particleSize * a_position2f.x;
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pos3f.x += f4 * particleSize * a_position2f.y;
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pos3f.y += f2 * particleSize * a_position2f.y;
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pos3f.z += f3 * particleSize * a_position2f.x;
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pos3f.z += f5 * particleSize * a_position2f.y;
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pos3f.x += u_transformParam_1_2_3_4_f.x * particleSize * a_position2f.x;
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pos3f.x += u_transformParam_1_2_3_4_f.w * particleSize * a_position2f.y;
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pos3f.y += u_transformParam_1_2_3_4_f.y * particleSize * a_position2f.y;
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pos3f.z += u_transformParam_1_2_3_4_f.z * particleSize * a_position2f.x;
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pos3f.z += u_transformParam_5_f * particleSize * a_position2f.y;
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gl_Position = u_matrixTransform * vec4(pos3f, 1.0);
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}
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