corrected tessEval.shader
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@ -4,8 +4,8 @@ layout(triangles, equal_spacing, cw) in;
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in vec3 tcPosition[];
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in vec4 tcColor[];
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in vec3 tcNormal[];
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out vec3 tePosition;
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out vec4 teColor;
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smooth out vec3 tePosition;
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smooth out vec3 teNormal;
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smooth out float gmix; //mixture of gravel
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//out vec3 tePatchDistance;
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