Fix flip particle shader.
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@ -12,6 +12,7 @@ in float anglespeed;
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out float lf;
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out vec2 tc;
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out vec3 pc;
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void main(void)
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{
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@ -57,4 +58,5 @@ void main(void)
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vec4 viewpos = ViewMatrix * vec4(newposition + newquadcorner, 1.0);
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gl_Position = ProjectionMatrix * viewpos;
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pc = vec3(1.);
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}
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