move grid clipspace.z closer to camera to allow for skybox
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@@ -25,7 +25,7 @@ vertex {
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vec4 modelSpace = getPosition();
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vec4 worldSpace = getWorldFromModelMatrix() * modelSpace;
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vec4 clipSpace = getClipFromWorldMatrix() * worldSpace;
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clipSpace.z = 0.01f;
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clipSpace.z = 0.02f;
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material.worldPosition = getWorldFromClipMatrix() * clipSpace;
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}
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}
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