@@ -62,7 +62,7 @@ void main() {
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// all the angles are 0..256 representing 0..2PI
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// hide if (angle >= a_rangeend && angle < rangestart)
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z += (1.0 - step(a_range[0], u_angle)) * step(a_range[1], u_angle);
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z += step(a_range[0], u_angle) * (1.0 - step(a_range[1], u_angle));
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gl_Position = u_matrix * vec4(a_pos, 0, 1) + u_exmatrix * vec4(a_offset / 64.0, z, 0);
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v_tex = a_tex * 4.0 / u_texsize;
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