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Fix particle depth.
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@ -191,5 +191,4 @@ void main() {
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gl_Position =
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gl_Position =
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all_mat *
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all_mat *
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vec4(f_pos, 1);
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vec4(f_pos, 1);
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gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
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}
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}
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