small change
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@@ -1,3 +1,4 @@
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in vec4 vertexColor;
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in vec3 vertexWorldPos;
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in float vertexYPos;
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@@ -87,4 +88,4 @@ float exponentialSquaredFog(float x, float fogStart, float fogLength,
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float fogMin, float fogRange, float fogDensity) {
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x = max((x-fogStart)/fogLength, 0.0) * fogDensity;
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return fogMin + fogRange - fogRange/exp(x*x);
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}
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}
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