cleaned up particlefire example
really dug into example to learn and just _leaving the example better then I found it_ but cleaning up some unused values and swizzle redudency in shaders. Tested on desktop and android
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7 changed files with 15 additions and 21 deletions
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@ -44,6 +44,5 @@ void main ()
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// Scale particle size depending on camera projection
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vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0);
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vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
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gl_PointSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
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gl_PointSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
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}
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