```
`vec3 externalInput(in vec4 posLife)
```

{

vec2 currPos = posLife.xy;

vec2 fieldSize = vec2(2.0*uInputMap.x,2.0*uInputMap.y);

currPos.x = reMap(currPos.x,-fieldSize.x,fieldSize.x,0,1);

currPos.y = reMap(currPos.y,-fieldSize.y,fieldSize.y,0,1);

vec4 externals = texture(sTD2DInputs[MASK], currPos) * 0.01;

return externals.rgb;

}`

Ok sorry, iām a bit dense. In the particlesGPU tool there is a function in the glslMultiās frag shader that uses the above function. Are you referring to that when you say ātransform to world spaceā etc?

Or are you saying prep the glslMulti to then go into a Mats Vertex shader to transform to world space then do particles math in the Mats frag shader? or None of the above?