Optimized shader
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@ -22,12 +22,11 @@ void main()
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vec2( 0.5, 0.5)
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vec2( 0.5, 0.5)
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);
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);
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mat4 LocalToWorldMatrix=l2w.mats[Input[0].l2w_id];
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mat4 MVPMatrix=camera.vp*l2w.mats[Input[0].l2w_id];
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for(int i=0;i<4;i++)
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for(int i=0;i<4;i++)
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{
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{
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gl_Position=camera.vp
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gl_Position=MVPMatrix
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*LocalToWorldMatrix
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*vec4( gl_in[0].gl_Position.xyz+
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*vec4( gl_in[0].gl_Position.xyz+
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BillboardVertex[i].x*camera.billboard_right+
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BillboardVertex[i].x*camera.billboard_right+
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BillboardVertex[i].y*camera.billboard_up,
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BillboardVertex[i].y*camera.billboard_up,
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