         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

    #if defined(LIGHTING_ENVIRONMENT)

        // approximate location of eye (TODO: make this configurable)
        vec3 view_pos = vec3(0., 0., 1300. * u_meters_per_pixel); 
        // vec3 view_pos = vec3(- u_resolution.x / 2., - u_resolution.y / 2., 1300. * u_meters_per_pixel); 
        // e = normalized vector from eye to vertex

        // vec3 e = v_position.xyz - view_pos.xyz; // unnormalized - bright green yellow red black quadrants

				// 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
