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@@ -61,7 +61,7 @@ fragment =
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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- finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
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+ finalColor = (f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
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highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
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finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
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@@ -138,7 +138,7 @@ fragment41core =
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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- finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
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+ finalColor = (u_faceId != gl_PrimitiveID) ? ((f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
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frag_color = finalColor;
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if (f_vertex.y <= 0.0)
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