vec3 mixSqrt( in vec3 v1, in vec3 v2, in float a )
{
vec3 result;
result.x = v1.x * v1.x * (1.0f - a) + v2.x * v2.x * a;
result.y = v1.y * v1.y * (1.0f - a) + v2.y * v2.y * a;
result.z = v1.z * v1.z * (1.0f - a) + v2.z * v2.z * a;
result.x = sqrt(result.x);
result.y = sqrt(result.y);
result.z = sqrt(result.z);
return result;
}body->SetGravityScale(0);
GuiSetStyle(DEFAULT, TEXT_SIZE, 60);