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- float theta = 2.0 * PI * world_position.x / world_radius;
- float phi = 2.0 * atan(exp(world_position.y / world_radius)) - PI / 2.0;
- float radius = world_position.z
- gl_Position = vec4(radius * vec3(sin(theta)*cos(phi), sin(phi), cos(theta)*cos(phi)), 1.0);
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