Fixed a literal in vertex shader that refused to compile on OSX
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eadf7daa37
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@ -23,7 +23,7 @@ void main()
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if ((world_pos.z < z_range.x) || (z_range.y < world_pos.z))
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if ((world_pos.z < z_range.x) || (z_range.y < world_pos.z))
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discard;
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discard;
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if (world_pos.x*clipping_plane.x + world_pos.y*clipping_plane.y + world_pos.z*clipping_plane.z + clipping_plane.w < 0.f )
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if (world_pos.x*clipping_plane.x + world_pos.y*clipping_plane.y + world_pos.z*clipping_plane.z + clipping_plane.w < 0.0 )
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discard;
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discard;
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// if the fragment is outside the print volume -> use darker color
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// if the fragment is outside the print volume -> use darker color
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