#define worldCurvature 0 // [0 1 2] #define worldRadius 512 // [1024 512 256 -256] void world_curvature() { #if worldCurvature == 1 float z = gl_Position.z * gl_Position.z; gl_Position.y -= 2 * z / worldRadius; #elif worldCurvature == 2 vec2 xz = gl_Position.xz; gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / worldRadius) / 5; #endif }