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@@ -270,16 +270,16 @@ vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {
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#elif defined(dColorType_groupInstance)
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material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;
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#elif defined(dColorType_vertex)
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- material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;
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+ material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, 0.0).rgb;
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#elif defined(dColorType_vertexInstance)
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- material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;
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+ material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;
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#endif
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#ifdef dOverpaint
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#if defined(dOverpaintType_groupInstance)
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overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);
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#elif defined(dOverpaintType_vertexInstance)
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- overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));
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+ overpaint = texture3dFrom1dTrilinear(tOverpaint, unitPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));
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#endif
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material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);
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