         vec2 texCoord = r.xy / m + .5; // original
         // vec2 texCoord = r.xy / u_test;
         // vec2 texCoord = r.xy / u_test + u_test2;
-        
+
         color = texture2D( u_envMap, texCoord).rgb; // original
         // color = vec3(.0, texCoord); // light blues and greens - visible problem
         // color = vec3(.0, r.xy); // dark blues and greens - no visible problem

				// color = normalize(v_position.xyz); // green/red/black circluar fade
				// color = view_pos.xyz; // solid blue
				// color = normalize(view_pos.xyz); // still solid blue
				// color = v_normal; // 

				
        // color = r;

    #endif

				// vec3 e = view_pos;

        // e.z = -abs(e.z);

        // Force surfaces to be in front of camera (due to fake camera optics)
        if (e.z > 0.01) {
            e.z = 0.01;
        }


        vec3 r = reflect( e, v_normal ); // original
        // vec3 r = reflect( e, normalize(v_normal) );
				// 2. = scale modifier
        float m = 2. * sqrt(
            pow( r.x, 2. ) +
            pow( r.y, 2. ) +
            pow( r.z + 1., 2. )
        );
        // float m = 2. * sqrt(
        //     pow( r.x, 2. ) +
        //     pow( r.y, 2. ) +
        //     pow( r.z + 1., u_test2 )
        // );

				// m is, roughly, scale - the +.5 is an offset
				// if m is 1, the texture stretches the whole width of the sceen
