Readd dust cloud rendering
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@@ -18,7 +18,6 @@ void main()
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uint i = gl_VertexID / 6;
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uint k = gl_VertexID % 6;
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vCol = data[i].col;
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// vCol = vec4(1,0.5,0,1);
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vControls = indices[k];
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vPos = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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gl_Position = theMat * vec4(vPos,1);
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