-void get_lati_texcoord(float ln, float lt, float cr, const in vec4 rect, out vec2 texcoord, out float radius) {
+void get_lati_texcoord(float ln, float lt, float cr, const in vec4 rect, out vec2 texcoord) {
     vec2 normalizedScreenpos = (gl_FragCoord.xy - viewportOffset) / viewport - .5;
     normalizedScreenpos *= 2. * vec2(viewport.y / viewport.x, 1.);
     vec4 scrpos = cameraTransformationInverse * vec4(normalizedScreenpos.x, normalizedScreenpos.y, -1., 1.) + .5;


    float theta = scrpos.y * PI;
    float phi = PI + ln + scrpos.x * TWOPI;
    while (phi > TWOPI)
        phi -= TWOPI;

    vec3 xcart;
    xcart.x = sin(theta) * cos(phi);

        discard;
    texcoord = vec2(rect.w * (xcartrot.y - rect.x), rect.w * (xcartrot.z - rect.y));
    clamp_texcoord(texcoord);
}

void main(void) {
