 	float d1=distance(i[1].worldPos,vec3(0));
 	float d2=distance(i[2].worldPos,vec3(0));	
 
-	float c = distance(i[0].worldPos, i[1].worldPos) + distance(i[1].worldPos, i[2].worldPos);
-
-	gl_TessLevelOuter[0] = tessLevel(d1,d2,c);
-	gl_TessLevelOuter[1] = tessLevel(d0,d2,c);
-	gl_TessLevelOuter[2] = tessLevel(d0,d1,c);
+	gl_TessLevelOuter[0] = tessLevel(d1,d2);
+	gl_TessLevelOuter[1] = tessLevel(d0,d2);
+	gl_TessLevelOuter[2] = tessLevel(d0,d1);
 	//gl_TessLevelOuter[3] = tess;
 
 	gl_TessLevelInner[0] = gl_TessLevelOuter[2];


	// BASE COLOR
	//float pixelDepth = gl_FragCoord.z/gl_FragCoord.w; //distance(EyePosition, i.worldPos);
	vec3 color;
	vec3 normalColorFromTexture;
	getColor(color, normalColorFromTexture);

	float distToCamera = length(i.worldPos);
	float defaultNormalWeight = smoothstep(NORMAL_MAPPING_DISTANCE * 0.9, NORMAL_MAPPING_DISTANCE, distToCamera);




void getColor(vec2 uv, out vec3 color, out vec3 normal) {

	//DEBUG
	//color = vec3(i.uv.x, 0, 0); return;
