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@@ -14,7 +14,7 @@ void main()
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float opacity = u_wfOpacity;
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float thickness = u_wfThickness;
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- if (!gl_FrontFacing) { opacity *= 0.5; }
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+ if (gl_FrontFacing) { opacity *= 0.5; }
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vec3 fw = abs(dFdx(v_bc)) + abs(dFdy(v_bc));
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vec3 val = smoothstep(vec3_splat(0.0), vec3_splat(fw*thickness), v_bc);
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