tweaked the particle demo a little bit
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@@ -23,7 +23,7 @@ void main(void)
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N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
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float mag = dot(N.xy, N.xy);
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if (mag > 1.0) discard;
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vec4 texel = vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
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vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
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vec3 ct;
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float at,af;
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af = 1.0;
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@@ -18,7 +18,7 @@ static const char* pointSpriteFragmentShader= \
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" N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n"
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" float mag = dot(N.xy, N.xy);\n"
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" if (mag > 1.0) discard; \n"
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" vec4 texel = vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
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" vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
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" vec3 ct;\n"
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" float at,af;\n"
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" af = 1.0;\n"
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