osition );
			tempV.applyMatrix3( normalMatrix );

			// compute the direction to this position from the camera
			cameraToPoint.copy( position );
			cameraToPoint.applyMatrix4( camera.matrixWorldInverse ).normalize();

			// get the dot product of camera relative direction to this position
			// on the globe with the direction from the camera to that point.
			// -1 = facing directly towards the camera
			// 0 = exactly on tangent of the sphere from the camera
			// > 0 = facing away
			const dot = tempV.d