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Make sure to invert post-projection y before doing reprojection
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@@ -60,6 +60,8 @@ void main(void)
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vec4 pos = position;
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if(Mesh.homogenousInput == 0)
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pos = vec4(position.xyz, 1);
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else
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pos.y = -pos.y;
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gl_Position = Mesh.mvp * pos;
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gl_Position.xy += Mesh.pointSpriteSize.xy*0.01f*psprite[gl_VertexID%4]*gl_Position.w;
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