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++ VARYING vec3 pos;
++ VARYING float disc;
++ VARYING vec2 UV;
++
++ void MAIN()
++ {
++ UV = UV0 * (vertices / range);
++
++ vec3 v = texture(height, UV).xyz;
++ pos = v;
++ disc = 0;
++ if (fill && v.y > graphHeight)
++ disc = 1;
++
++ VERTEX = v;
++ POSITION = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0);
++ }