particle_oriented_animated: improve vertex shader constant comments
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@ -48,6 +48,7 @@ srcp.rgb = add : -- (vec3(0.25, 0.40625, 0.5625) + 0.5)
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src0.rgb = temp[3] : -- v
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temp[3].rgb = FRC src0.rgb ;
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-- v = v - 0.5
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src0.rgb = temp[3] , -- v
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src1.rgb = float(48) : -- 0.5
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temp[3].rgb = MAD src0.111 src0.rgb -src1.rgb ;
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224
drm/shadertoy_palette_fractal_loop_inner.fs.inc
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224
drm/shadertoy_palette_fractal_loop_inner.fs.inc
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@ -0,0 +1,224 @@
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0x00001800,
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0x08020001,
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0x080200bc,
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0x00ed8720,
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0x00000000,
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0x00790010,
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0x00001800,
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0x08020001,
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0x08020080,
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0x00000720,
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0x00000000,
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0x00000019,
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0x00001800,
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0x08020001,
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0x0802c080,
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0x00fb0720,
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0x00000000,
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0x00f6d010,
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0x00004000,
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0x08020000,
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0x08020080,
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0x00840420,
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0x00000001,
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0x00000001,
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0x00004000,
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0x08020080,
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0x08020000,
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0x00000000,
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0x0004c00b,
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0x00000000,
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0x00004000,
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0x08020080,
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0x08020000,
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0x00000000,
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0x0000c00a,
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0x00000000,
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0x00004000,
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0x08020080,
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0x00300100,
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0x00000000,
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0x0060e010,
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0x1a000000,
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0x00004000,
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0x08020100,
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0x08000500,
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0x00000000,
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0x00600010,
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0x1a000000,
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0x00003800,
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0x8802c102,
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0x08020001,
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0x006d86d8,
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0x00000000,
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0x00223030,
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0x00003800,
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0x08020003,
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0x08020080,
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0x00000220,
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0x00000000,
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0x00000039,
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0x00003800,
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0x0802c003,
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0x08020080,
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0x004406d8,
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0x00000000,
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0x00a21030,
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0x00000800,
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0x08020003,
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0x08020080,
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0x00000000,
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0x0000000d,
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0x0000003a,
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0x00001000,
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0x08020003,
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0x08020080,
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0x00000000,
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0x0000400d,
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0x0000003a,
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0x00002000,
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0x08020003,
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0x08020080,
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0x00000000,
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0x0000800d,
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0x0000003a,
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0x00003800,
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0x0802c003,
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0x08020080,
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0x00440221,
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0x00000000,
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0x00221030,
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0x00004000,
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0x08020080,
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0x08020000,
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0x00000000,
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0x0002c018,
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0x00000000,
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0x00004000,
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0x08020001,
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0x08020080,
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0x00840420,
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0x00000001,
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0x00000001,
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0x00004000,
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0x08020080,
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0x08020000,
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0x00000000,
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0x0004c00b,
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0x00000000,
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0x00004000,
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0x08020080,
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0x08020000,
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0x00000000,
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0x0000c00a,
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0x00000000,
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0x00004000,
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0x08020080,
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0x08000400,
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0x00000000,
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0x0068c010,
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0x20000000,
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0x00004000,
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0x10020080,
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0x08034001,
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0x00000000,
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0x0068c010,
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0x04000000,
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0x00004000,
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0x08040480,
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0x0b020001,
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0x00000000,
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0x0028c010,
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0x1c000000,
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0x00004000,
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0x08020080,
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0x08020001,
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0x00000000,
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0x0000c017,
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0x00000000,
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0x00004000,
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0x08020080,
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0x0802c001,
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0x00000000,
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0x00618010,
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0x5a000000,
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0x00004000,
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0x08020080,
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0x08020001,
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0x00000000,
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0x1800c01c,
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0x00000000,
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0x00004000,
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0x08020080,
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0x08020001,
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0x00000000,
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0x0004c01a,
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0x00000000,
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0x00004000,
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0x08040080,
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0x08020001,
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0x00000000,
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0x0048c010,
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0x20000000,
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0x00004000,
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0x08020080,
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0x08020001,
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0x00000000,
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0x0000c019,
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0x00000000,
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0x00004000,
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0x08040080,
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0x08020001,
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0x00000000,
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0x0028c010,
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0x20000000,
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0x00004000,
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0x08020080,
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0x08020001,
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0x00000000,
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0x0000c018,
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0x00000000,
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0x00003800,
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0x00220003,
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0x08000480,
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0x006da220,
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0x00000000,
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0x00222020,
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0x00004000,
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0x08020080,
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0x08020003,
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0x00000000,
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0x00618030,
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0x30000000,
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@ -430,7 +430,7 @@ void _3d_particle(const shaders& shaders,
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mat4x4 local_to_view = world_to_view * local_to_world;
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mat4x4 trans = world_to_clip * local_to_world;
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mat4x4 local_to_clip = world_to_clip * local_to_world;
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//////////////////////////////////////////////////////////////////////////////
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// consts
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@ -446,27 +446,27 @@ void _3d_particle(const shaders& shaders,
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//const float position_consts[] = { position.x, position.y, position.z, scale };
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//ib_vap_pvs_const_offset(position_consts, (sizeof (position_consts)), 6);
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const float consts[] = {
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// 0
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trans[0][0], trans[0][1], trans[0][2], trans[0][3],
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trans[1][0], trans[1][1], trans[1][2], trans[1][3],
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trans[2][0], trans[2][1], trans[2][2], trans[2][3],
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trans[3][0], trans[3][1], trans[3][2], trans[3][3],
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const float consts[] = {
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// 0: local space to clip space transformation matrix
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local_to_clip[0][0], local_to_clip[0][1], local_to_clip[0][2], local_to_clip[0][3],
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local_to_clip[1][0], local_to_clip[1][1], local_to_clip[1][2], local_to_clip[1][3],
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local_to_clip[2][0], local_to_clip[2][1], local_to_clip[2][2], local_to_clip[2][3],
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local_to_clip[3][0], local_to_clip[3][1], local_to_clip[3][2], local_to_clip[3][3],
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// 4: dx (right)
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local_to_view[0][0], local_to_view[0][1], local_to_view[0][2], 0,
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// 4: dx ("right" change of basis vector)
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local_to_view[0][0], local_to_view[0][1], local_to_view[0][2], 0,
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// 5: dy (up)
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local_to_view[1][0], local_to_view[1][1], local_to_view[1][2], 0,
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// 5: dy ("up" change of basis vector)
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local_to_view[1][0], local_to_view[1][1], local_to_view[1][2], 0,
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// 6: xyz:position w:scale
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position.x, position.y, position.z, scale
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};
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ib_vap_pvs_const_cntl(consts, (sizeof (consts)));
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// 6: particle position, scale
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position.x, position.y, position.z, scale
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};
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ib_vap_pvs_const_cntl(consts, (sizeof (consts)));
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// plane_inner
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_3d_plane_inner(trans);
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_3d_plane_inner(local_to_clip);
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}
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}
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