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@@ -12,6 +12,7 @@ uniform float smoothness;
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// Input
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varying vec3 vPositionW;
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+varying vec3 vPosition;
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#ifdef NORMAL
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varying vec3 vNormalW;
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@@ -51,7 +52,7 @@ void main(void) {
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vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
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- float h = normalize(vPositionW).y + offset;
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+ float h = normalize(vPosition).y + offset;
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float mysmoothness = clamp(smoothness, 0.01, max(smoothness, 10.));
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vec4 baseColor = mix(bottomColor, topColor, max(pow(max(h, 0.0), mysmoothness), 0.0));
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