Blending is now much sharper and cleaner..
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		@@ -42,12 +42,12 @@ void main()
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    fogDist = gl_Position.z;
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					    fogDist = gl_Position.z;
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    //COLOR-BLENDING
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					    //COLOR-BLENDING
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    vec4 c0 = sqrt(gl_TessCoord.x) * tcColor[0];
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					    vec4 c0 = (1-exp(gl_TessCoord.x)) * tcColor[0];
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    vec4 c1 = sqrt(gl_TessCoord.y) * tcColor[1];
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					    vec4 c1 = (1-exp(gl_TessCoord.y)) * tcColor[1];
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    vec4 c2 = sqrt(gl_TessCoord.z) * tcColor[2];
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					    vec4 c2 = (1-exp(gl_TessCoord.z)) * tcColor[2];
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    teColor = (c0 + c1 + c2)/(sqrt(gl_TessCoord.x)+sqrt(gl_TessCoord.y)+sqrt(gl_TessCoord.z));
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					    teColor = (c0 + c1 + c2)/((1-exp(gl_TessCoord.x))+(1-exp(gl_TessCoord.y))+(1-exp(gl_TessCoord.z)));
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    //mix gravel based on incline (sin (normal,up))
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					    //mix gravel based on incline (sin (normal,up))
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    gmix = length(cross(tessNormal, vec3(0,1,0)));
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					    gmix = length(cross(tessNormal, vec3(0,1,0)));
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}
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					}
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