adjusted number of steps used for curvature and fixed height jump
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@ -8,7 +8,7 @@ void world_curvature() {
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gl_Position.y -= 2 * z / worldRadius;
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#elif worldCurvature == 2
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vec2 xz = gl_Position.xz;
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gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / worldRadius) / 5;
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gl_Position.y -= round(( dot(xz, xz) / worldRadius ) * 8) / 8;
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#endif
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}
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