tweaked the particle demo a little bit
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@@ -63,7 +63,7 @@ __kernel void integrateMotionKernel( int numParticles,
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float4 worldMin = simParams[0].m_worldMin;
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float4 worldMax = simParams[0].m_worldMax;
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/*
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if(pos.x < (worldMin.x + 2*particleRad))
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{
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pos.x = worldMin.x + 2*particleRad;
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@@ -74,11 +74,13 @@ __kernel void integrateMotionKernel( int numParticles,
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pos.x = worldMax.x - 2*particleRad;
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vel.x *= boundaryDamping;
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}
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*/
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if(pos.y < (worldMin.y + 2*particleRad))
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{
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pos.y = worldMin.y + 2*particleRad;
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vel.y *= boundaryDamping;
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vel.y *= -1.f;//1000*boundaryDamping;
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}
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/*
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if(pos.y > (worldMax.y - 2*particleRad))
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{
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pos.y = worldMax.y - 2*particleRad;
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@@ -94,6 +96,7 @@ __kernel void integrateMotionKernel( int numParticles,
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pos.z = worldMax.z - 2*particleRad;
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vel.z *= boundaryDamping;
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}
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*/
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// write back position and velocity
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pPos[index] = pos;
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pVel[index] = vel;
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