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Vertex shaders can write to gl_PointSize (fixes #1603).
If a shader uses gl_PointSize then it can only be used when drawing points. If a shader doesn't use gl_PointSize then it can't be used when drawing points. Added 'ConstantPointSize' and 'CurrentDPIScale' built-in shader uniforms. ConstantPointSize is in DPI-scaled points, whereas gl_PointSize is in pixels, so to get the correct default behaviour a shader needs to do gl_PointSize = ConstantPointSize * CurrentDPIScale
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@@ -1037,8 +1037,8 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
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if (Shader::isDefaultActive())
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Shader::attachDefault(Shader::STANDARD_DEFAULT);
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if (Shader::current && texture.get())
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Shader::current->checkMainTexture(texture);
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if (Shader::current)
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Shader::current->validateDrawState(PRIMITIVE_TRIANGLES, texture);
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const Vector2 *positions = texture->getQuad()->getVertexPositions();
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const Vector2 *texcoords = texture->getQuad()->getVertexTexCoords();
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