 PointLight a = PointLight(Light(vec3(0.1),vec3(0.0,0.5,0.8),vec3(0.0,1.0,1.0)),vec3(1.0));
 PointLight b = PointLight(Light(vec3(0.25),vec3(0.8,0.5,0.0),vec3(1.0,1.0,0.0)),vec3(1.0));
 
-// Edges
-float edgeRadius = 0.985;
-vec3 edgeColor = vec3(0.0);
-
-
 void main(){
     vec2 st = gl_FragCoord.xy/u_resolution.xy;
     vec3 color = vec3(0.0);

    vec3 normal = normalize(sphereNormal(st)*2.0-1.0);

    if(u_tex0resolution != vec2(0.0)){
        normal += texture2D(u_tex0, fishEye(st, PI)).rgb*2.0-1.0;
        normal = normalize(normal);
    }
    

  
    // turn black the area around the sphere;
    float radius = length( vec2(0.5)-st )*2.0;
    color = mix(color,vec3(0.0),smoothstep(0.985,1.0,radius));
  
    gl_FragColor = vec4(color, 1.0);
}