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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);
}