fix: finalize GPU particle time interpolation
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@@ -33,7 +33,10 @@ void main() {
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position = v_uv;
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velocity = vec2(0.0);
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}
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position = fract(position + velocity * u_pass.y * 0.004);
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// Field V remains north-positive. Mercator Y increases southward, so
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// convert only at the physical-velocity -> map-displacement boundary.
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vec2 mercatorVelocity = vec2(velocity.x, -velocity.y);
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position = fract(position + mercatorVelocity * u_pass.y * 0.004);
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if (any(isnan(velocity))) position = v_uv;
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fragColor = vec4(position, fract(previous.b + 0.03125 * u_pass.y), 1.0);
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} else if (mode < 1.5) {
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