Cleanup.
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@ -24,52 +24,6 @@ static const bgfx::EmbeddedShader s_embeddedShaders[] =
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BGFX_EMBEDDED_SHADER_END()
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};
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static const bx::EaseFn s_easeFunc[] =
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{
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bx::easeLinear,
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bx::easeInQuad,
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bx::easeOutQuad,
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bx::easeInOutQuad,
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bx::easeOutInQuad,
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bx::easeInCubic,
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bx::easeOutCubic,
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bx::easeInOutCubic,
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bx::easeOutInCubic,
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bx::easeInQuart,
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bx::easeOutQuart,
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bx::easeInOutQuart,
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bx::easeOutInQuart,
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bx::easeInQuint,
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bx::easeOutQuint,
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bx::easeInOutQuint,
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bx::easeOutInQuint,
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bx::easeInSine,
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bx::easeOutSine,
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bx::easeInOutSine,
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bx::easeOutInSine,
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bx::easeInExpo,
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bx::easeOutExpo,
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bx::easeInOutExpo,
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bx::easeOutInExpo,
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bx::easeInCirc,
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bx::easeOutCirc,
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bx::easeInOutCirc,
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bx::easeOutInCirc,
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bx::easeInElastic,
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bx::easeOutElastic,
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bx::easeInOutElastic,
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bx::easeOutInElastic,
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bx::easeInBack,
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bx::easeOutBack,
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bx::easeInOutBack,
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bx::easeOutInBack,
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bx::easeInBounce,
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bx::easeOutBounce,
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bx::easeInOutBounce,
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bx::easeOutInBounce,
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};
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BX_STATIC_ASSERT(BX_COUNTOF(s_easeFunc) == bx::Easing::Count);
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struct PosColorTexCoord0Vertex
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{
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float m_x;
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@ -367,10 +321,10 @@ namespace ps
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uint32_t render(const float _uv[4], const float* _mtxView, const float* _eye, uint32_t _first, uint32_t _max, ParticleSort* _outSort, PosColorTexCoord0Vertex* _outVertices)
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{
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bx::EaseFn easeRgba = s_easeFunc[m_uniforms.m_easeRgba];
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bx::EaseFn easePos = s_easeFunc[m_uniforms.m_easePos];
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bx::EaseFn easeBlend = s_easeFunc[m_uniforms.m_easeBlend];
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bx::EaseFn easeScale = s_easeFunc[m_uniforms.m_easeScale];
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bx::EaseFn easeRgba = bx::getEaseFunc(m_uniforms.m_easeRgba);
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bx::EaseFn easePos = bx::getEaseFunc(m_uniforms.m_easePos);
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bx::EaseFn easeBlend = bx::getEaseFunc(m_uniforms.m_easeBlend);
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bx::EaseFn easeScale = bx::getEaseFunc(m_uniforms.m_easeScale);
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Aabb aabb =
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{
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