// potential is in texture range
textureColor = mix(textureColor, vec4(BorderlineColorRGB, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
}
// potential is in texture range
textureColor = mix(textureColor, vec4(BorderlineColorRGB, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
}