float borderColor = 0.8 + 0.2 * sin(time); vec4 texelColor = texture2D(texture1, scaledTexCoord) * colDiffuse * fragColor; vec4 texelRight = texture2D(texture1, vec2 ...
vec3 axisRight = vec3(vec.z, 0.0, -vec.x); // Equivalent to cross(vec3(0.0, 1.0, 0.0), vec) float mercator_pos_y = u_projection_tile_mercator_coords.y + u_projection ...