🔧 Fix GLSL compiler issue
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@@ -31,10 +31,10 @@ uniform vec4 uLineColor;
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vec4 getHexagons(vec2 p) {
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// Length of a cell's edge.
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const float edgeLength = sqrt(4.0 / 3.0);
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float edgeLength = sqrt(4.0 / 3.0);
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// The hexgrid repeats after this distance.
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const vec2 scale = vec2(3.0 * edgeLength, 2.0);
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vec2 scale = vec2(3.0 * edgeLength, 2.0);
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// This is a repeating grid of scale-sized cells. Y-values are in the
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// interval [-1...1], X-value in [-1.5*edgeLength...1.5*edgeLength].
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