{
vec3 co = p*s;
vec2 r2 = rand_hash22(p.xz);
- vec3 grid = vec3(floor(co.x),co.y,floor(co.z)) * (1.0/s);
+ vec3 grid = (vec3(floor(co.x),co.y,floor(co.z))+vec3(0.5,0.0,0.5)) * (1.0/s);
float t1 = 1.0-t;
t1 = 1.0-t1*t1;
vs_motion_out( vproj0, vproj1 );
gl_Position = vproj0;
- gl_PointSize = (9.0*scaler) / (gl_Position.z + 0.01);
+ gl_PointSize = (9.0*scaler) / (max( gl_Position.z, 2.0 ));
aWorldCo = world_pos0;
aColour = a_colour*scaler*(1.0-uAnim.y*uAnim.y);
aCo = co;