+"}\n"
+"\n"
+"#line 13 0 \n"
+"\n"
+"void main(){\n"
+" depth_compare_dither();\n"
+" compute_motion_vectors();\n"
+"\n"
+" vec3 qnorm = aNorm;\n"
+" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
+" vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
+"\n"
+" float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
+" float opacity = clamp( dist*dist, 0.0, 1.0 );\n"