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REVIEWED: Shaders formating to follow raylib code conventions
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@ -16,9 +16,9 @@ void main()
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float period = vertexPosition.z;
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// Calculate final vertex position (jiggle it around a bit horizontally)
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pos += vec2(100.0, 0.0) * sin(period * currentTime);
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gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
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pos += vec2(100.0, 0.0)*sin(period*currentTime);
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gl_Position = mvp*vec4(pos.x, pos.y, 0.0, 1.0);
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// Calculate the screen space size of this particle (also vary it over time)
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gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
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gl_PointSize = 10.0 - 5.0*abs(sin(period*currentTime));
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}
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