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++ VARYING vec3 pos;
++ VARYING vec2 UV;
++ VARYING float overhigh;
++
++ void MAIN()
++ {
++ UV = UV0 * (vertCount / size);
++
++ float xStep = xDiff;
++ float yStep = yDiff;
++ if (flipU)
++ xStep *= -1;
++ if (flipV)
++ yStep *= -1;
++
++ vec2 uStep = vec2(xStep, 0.0);
++ vec2 vStep = vec2(0.0, yStep);
++
++ vec3 v = texture(height, UV).xyz;
++
++ vec3 vRight = texture(height, UV + uStep).xyz;
++ vec3 vLeft = texture(height, UV - uStep).xyz;
++ vec3 vUp = texture(height, UV + vStep).xyz;
++ vec3 vDown = texture(height, UV - vStep).xyz;
++
++ vec3 tangent = vLeft - vRight;
++ vec3 bitangent = vUp - vDown;
++
++ vec3 n = normalize(cross(bitangent, tangent));
++
++ overhigh = 0;
++
++ if (fill) {
++ if (v.y > graphHeight)
++ overhigh = 1;
++
++ if (any(greaterThan(UV0, vec2(1.05))) || any(lessThan(UV0, vec2(-0.05)))) // if sides bottom vertex
++ v.y = -graphHeight;
++ else if (v.y > graphHeight)
++ v.y = -10000;
++ // lower the unseen verts by a high amount to decrease the angle between the neighbouring seen verts
++ }
++
++ NORMAL = n;
++ VERTEX = v;
++
++ pos = VERTEX;
++ vec4 pos = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0);
++ pos.z += 0.000002 * (order + 1);
++ POSITION = pos;
++ }