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particles are sorted via heap sort
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+7
-3
@@ -11,14 +11,18 @@ flat out int id;
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uniform mat4 proj;
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uniform mat4 view;
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//uniform mat4 model[4];
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uniform vec3 trans[507];
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uniform vec2 size[507];
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uniform float lifePercentage[500];
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uniform vec3 trans[500];
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//uniform vec2 size[500];
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uniform vec2 startSize;
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uniform vec2 endSize;
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void main(){
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vec3 camLeft=vec3(view[0][0],view[1][0],view[2][0]);
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vec3 camUp=vec3(view[0][1],view[1][1],view[2][1]);
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vec2 s=size[gl_InstanceID];
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id=gl_InstanceID;
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vec2 s=startSize+(endSize-startSize)*lifePercentage[id];
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vec3 v=camLeft*s.x*aPos.x+camUp*s.y*aPos.y;
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mat4 model=aInstancedModel;
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model[3][0]=trans[gl_InstanceID].x;
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