<!-- SOLID CITY · part 3389 -->
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      void main(){ vUv = uv; vec4 mv = viewMatrix * vec4(iOff, 1.); float c = cos(iSeed*6.28), s = sin(iSeed*6.28); vec2 q = mat2(c,-s,s,c) * position.xy; mv.xy += q * iSize; vY = position.y + .5;
        float d = -mv.z; vD = d; vF = smoothstep(15., 160., d); gl_Position = projectionMatrix * mv; }`,fragmentShader:`uniform sampler2D map; uniform vec3 uHaze; uniform float uHazeDist; varying vec2 vUv; varying float vF; varying float vY; varying float vD;
      void 