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diff --git a/src/shaders/world.vert b/src/shaders/world.vert
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+precision highp float;
+attribute vec3 world; // position
+attribute vec2 texuv;
+varying vec2 textureuv;
+varying mat3 light1;
+uniform vec4 color;
+varying vec4 v_color;
+uniform float world_x;
+uniform float world_y;
+uniform mat4 MV;
+uniform mat4 P;
+void main() {
+ v_color = vec4(world.xyz,1.);
+ vec2 vxy = vec2(world.x - world_x, world.y - world_y);
+ float z_scale = 0.5;
+ float xoff = world.z * vxy.x * z_scale;
+ float yoff = world.z * vxy.y * z_scale;
+ textureuv=texuv;
+ // if z > 0 then
+ // xoff = ceil(xoff, 0)
+ gl_Position = P * MV * vec4(vxy.x + xoff, vxy.y + yoff, 0., 1.0);
+}