rearranged PC shader logic#698
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This pull request introduces a boundsCheck helper function in the pointVertex.glsl vertex shader to perform early bounds checking and discard out-of-bounds vertices before further processing, while also restructuring the main function to clean up visibility checks. The feedback suggests optimizing the boundsCheck function by scaling the input coordinate instead of the uniform bounds to reduce operations per vertex, and reusing the newCoord variable in the REPROJECT block to avoid redundant vector construction.
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The previous shader used the texCoord to clip points, which resulted in them aligning along the previous CRS.
This changes it to clip based on new UV from CRS if reprojected.
I also re-ordered operations to reduce redundant operations. So vertices should be rejected sooner now before getting further through the computations.