@@ -363,18 +363,6 @@ var Shaderlib = (function() {
363363 "uniform int bumpyflat;" ,
364364 "float f_bumpyflat = float(bumpyflat);" ,
365365
366- "uniform vec3 slicexn;" ,
367- "uniform vec3 sliceyn;" ,
368- "uniform vec3 slicezn;" ,
369-
370- "uniform vec3 slicexc;" ,
371- "uniform vec3 sliceyc;" ,
372- "uniform vec3 slicezc;" ,
373-
374- "uniform bool doslicex;" ,
375- "uniform bool doslicey;" ,
376- "uniform bool doslicez;" ,
377-
378366 "attribute vec4 wm;" ,
379367 "attribute vec3 wmnorm;" ,
380368 "attribute vec4 auxdat;" ,
@@ -391,7 +379,6 @@ var Shaderlib = (function() {
391379 "varying float vCurv;" ,
392380 "varying float vMedial;" ,
393381 "varying float vThickmix;" ,
394- "varying float vSliced;" ,
395382 "varying vec3 vWorldPosition;" ,
396383 // "varying float vDrop;",
397384
@@ -435,8 +422,6 @@ var Shaderlib = (function() {
435422 "vMedial = auxdat.x;" ,
436423 "vCurv = auxdat.y;" ,
437424
438- //"vSliced = float(mpos.y > slicey) * float(doslicey);",
439-
440425 "vec3 pos, norm;" ,
441426 "mixfunc(mpos, mnorm, pos, norm);" ,
442427
@@ -461,9 +446,6 @@ var Shaderlib = (function() {
461446 "gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );" ,
462447
463448 "vWorldPosition = pos;" ,
464-
465- //"vSliced = float( ((dot(pos - sliceyc, sliceyn) > 0.0) && bool(doslicey)) || ((dot(pos - slicexc, slicexn) > 0.0) && bool(doslicex)) );",
466-
467449 "}"
468450 ] . join ( "\n" ) ;
469451
@@ -521,7 +503,6 @@ var Shaderlib = (function() {
521503 "varying float vCurv;" ,
522504 "varying float vMedial;" ,
523505 "varying float vThickmix;" ,
524- "varying float vSliced;" ,
525506 "varying vec3 vWorldPosition;" ,
526507
527508 utils . standard_frag_vars ,
@@ -535,7 +516,6 @@ var Shaderlib = (function() {
535516 //Curvature Underlay
536517 "float ctmp = clamp(vCurv / smoothness, -0.5, 0.5);" , // use limits here too
537518 "float curv = clamp(ctmp * contrast + brightness, 0.0, 1.0);" ,
538- //"if (vSliced > 0.5) discard;",
539519
540520 "bool clipx = dot(vWorldPosition - slicexc, slicexn) > 0.0;" ,
541521 "bool clipy = dot(vWorldPosition - sliceyc, sliceyn) > 0.0;" ,
@@ -548,8 +528,7 @@ var Shaderlib = (function() {
548528 "if (clipx && clipz && doslicex && !doslicey && doslicez) discard;" ,
549529 "if (clipy && clipz && !doslicex && doslicey && doslicez) discard;" ,
550530 "if (clipx && clipy && clipz && doslicex && doslicey && doslicez) discard;" ,
551- //"if( ((dot(vWorldPosition - sliceyc, sliceyn) > 0.0) && bool(doslicey)) && ((dot(vWorldPosition - slicexc, slicexn) > 0.0) && bool(doslicex)) && ((dot(vWorldPosition - slicezc, slicezn) > 0.0) && bool(doslicez)) ) discard;",
552-
531+
553532 "vec4 cColor = vec4(vec3(curv), 1.0);" ,
554533
555534 "vec3 coord_x, coord_y;" ,
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