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ray:: fixed hyperbolic fragdepth (but this should not work, some bug in GLSL?)
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@ -1369,13 +1369,18 @@ void raygen::emit_iterate(int gid1) {
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else fmain +=
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" if(col.w == 1.) {\n";
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if(hyperbolic && !eyes) fmain +=
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" mediump vec4 t = at0 * sinh(go);\n";
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else fmain +=
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" mediump vec4 t = at0 * go;\n";
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fmain +=
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if(hyperbolic && !eyes && !intra::in) {
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fmain +=
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" mediump vec4 t = at0 * tanh(go);\n"
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" t.w = 1.;\n";
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fmain += "gl_FragColor.xyz *= 0.9999 + 0.0001 * t.z;\n";
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fmain += "gl_FragColor.xyz /= 0.9999 + 0.0001 * t.z;\n";
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}
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else {
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fmain +=
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" mediump vec4 t = at0 * go;\n"
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" t.w = 1.;\n";
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}
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if(levellines) {
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if(hyperbolic && !eyes && !intra::in)
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