" 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"
"\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"
"\n"