fix: stabilize particle visibility across zoom levels
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@@ -105,7 +105,9 @@ void main() {
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float maxAge = u_marker.z * mix(0.75, 1.25, lifecycleHash);
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float initialAgeHash = particleHash(v_uv + vec2(71.19, 29.47));
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bool respawn = initialSeed;
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float age = initialSeed ? initialAgeHash * maxAge : previous.b + u_pass.y;
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// Lifecycle is wall-clock based: zoom-aware visual advection and
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// forecast playback must not change respawn cadence.
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float age = initialSeed ? initialAgeHash * maxAge : previous.b + u_pass.w;
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vec2 position = previous.rg;
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vec2 velocity;
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bool valid = !respawn && fieldVelocityAt(position, velocity);
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