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Update shaders/star_vert.glsl
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shaders/star_vert.glsl

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@@ -12,10 +12,6 @@ attribute vec4 in_Position;
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attribute vec3 in_Color;
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attribute float in_PointSize; // scaled brightness measured in Vegas
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float psf_max_theta(float br)
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{
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return 0.012 + 1.488 / (sqrt(br_limit * 1000000.0 / (11.0 * br)) + 1.0);
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}
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void main(void)
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{

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