fixes for water shoreline
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@@ -16,6 +16,21 @@ pub const HEX_CORNERS: [Vec3; 6] = [
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Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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];
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pub const WATER_HEX_CORNERS: [Vec3; 12] = [
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Vec3::new(0., 0., OUTER_RADIUS),
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Vec3::new(INNER_RADIUS / 2.0, 0., 0.75 * OUTER_RADIUS),
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Vec3::new(INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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Vec3::new(INNER_RADIUS, 0., 0.),
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Vec3::new(INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
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Vec3::new(INNER_RADIUS / 2.0, 0., -0.75 * OUTER_RADIUS),
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Vec3::new(0., 0., -OUTER_RADIUS),
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Vec3::new(-INNER_RADIUS / 2.0, 0., -0.75 * OUTER_RADIUS),
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Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
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Vec3::new(-INNER_RADIUS, 0., 0.),
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Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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Vec3::new(-INNER_RADIUS / 2.0, 0., 0.75 * OUTER_RADIUS),
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];
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pub const HEX_NORMALS: [Vec3; 6] = [
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Vec3::new(INNER_RADIUS / 2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.),
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Vec3::Z,
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