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Merge branch 'main' into jp/coarsen
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README.md

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@@ -59,10 +59,10 @@ We are still in active development but plan to release a stable 1.0.0 when all o
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<div align="center">
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<table style="border-collapse: collapse; border: none; white-space: nowrap;">
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<tr>
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<td style="text-align: center; border: none;"><a href="https://research-and-innovation.ec.europa.eu/funding/funding-opportunities/funding-programmes-and-open-calls/horizon-europe_en" target="_blank"><img src="./funding/EU.svg" width="120" /></a></td>
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<td style="text-align: center; border: none;"><a href="https://www.esa.int" target="_blank"><img src="./funding/esa-logo.jpg" width="120" /></a></td>
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<td style="text-align: center; border: none;"><a href="http://seasfire.hua.gr/" target="_blank"><img src="./funding/seasfire_logo.png" width="350" /></td>
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<td style="text-align: center; border: none;"><a href="https://ai4pex.org" target="_blank"><img src="./funding/AI4PEX_robot_long_light.png" width="220" /></td>
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<td style="text-align: center; border: none;"><a href="https://research-and-innovation.ec.europa.eu/funding/funding-opportunities/funding-programmes-and-open-calls/horizon-europe_en" target="_blank"><img src="./docs/assets/funding/EU.svg" width="120" /></a></td>
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<td style="text-align: center; border: none;"><a href="https://www.esa.int" target="_blank"><img src="./docs/assets/funding/esa-logo.jpg" width="120" /></a></td>
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<td style="text-align: center; border: none;"><a href="http://seasfire.hua.gr/" target="_blank"><img src="./docs/assets/funding/seasfire_logo.png" width="350" /></td>
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<td style="text-align: center; border: none;"><a href="https://ai4pex.org" target="_blank"><img src="./docs/assets/funding/AI4PEX_robot_long_light.png" width="220" /></td>
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</tr>
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</table>
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</div>
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src/components/textures/shaders/sphereBlocksVert.glsl

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@@ -77,7 +77,7 @@ void main() {
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vec2 lonlat = giveLonLat(instanceUV);
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vec3 spherePosition = givePosition(lonlat);
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float latitudeFactor = cos(lonlat.y); // Maps -1..1 to proper latitude
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float widthFactor = abs(lonBounds.y-lonBounds.x)/(2.*PI);
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float widthFactor = abs(lonBounds.y-lonBounds.x)/(2.0*PI);
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float heightFactor = (dispStrength - displaceZero) * displacement;
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vec3 scaledPosition = position;
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scaledPosition.x *= latitudeFactor * widthFactor;

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