 				// 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 = v_normal; //
 
-				
+
         // color = r;
 
     #endif

				// vec3 e = view_pos;

        // e.z = -abs(e.z);
        // if (e.z > 0.) {
        //     e.z = 0.;
        // }


        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

    #if defined(LIGHTING_ENVIRONMENT)

        // approximate location of eye (TODO: make this configurable)
        vec3 view_pos = vec3(0., 0., 100. * 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
