vec3 color = mix(color_low, color_high, step(0.5, t));
// --- bevel gradients ---
- float bv_shade = mod(1.0 * dot(grad, normalize(vec2(1.0, 1.0))) * 0.5 + 0.5, 1.0);
+ float bv_shade = mod(1.0 * dot(grad, normalize(vec2(0.1, 1.0))) * 0.5 + 0.5, 1.0);
gradcurves(1.0 - bv_shade, c_over, c_under);
vec3 bv_col = vec3(c_under, c_under, c_over);