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https://github.com/FMS-Cat/condition.git
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aesthetics: mm
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@@ -148,14 +148,7 @@ export class Trails {
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const material = new Material(
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trailsRenderVert,
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trailsRenderFrag,
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{
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defines: {
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'USE_CLIP': 'true',
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'USE_VERTEX_COLOR': 'true'
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}
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},
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);
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material.addUniform( 'colorVar', '1f', 0.1 );
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material.addUniformTexture( 'samplerRandomStatic', options.textureRandomStatic );
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if ( process.env.DEV ) {
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20
src/main.ts
20
src/main.ts
@@ -253,16 +253,16 @@ light.color = [ 60.0, 60.0, 60.0 ];
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light.entity.transform.lookAt( new Vector3( [ -1.0, 2.0, 8.0 ] ) );
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dog.root.children.push( light.entity );
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const light2 = new LightEntity( {
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root: dog.root,
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shadowMapFov: 90.0,
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shadowMapNear: 1.0,
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shadowMapFar: 20.0,
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namePrefix: process.env.DEV && 'light2',
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} );
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light2.color = [ 50.0, 30.0, 40.0 ];
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light2.entity.transform.lookAt( new Vector3( [ -4.0, -2.0, 6.0 ] ) );
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dog.root.children.push( light2.entity );
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// const light2 = new LightEntity( {
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// root: dog.root,
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// shadowMapFov: 90.0,
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// shadowMapNear: 1.0,
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// shadowMapFar: 20.0,
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// namePrefix: process.env.DEV && 'light2',
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// } );
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// light2.color = [ 50.0, 30.0, 40.0 ];
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// light2.entity.transform.lookAt( new Vector3( [ -4.0, -2.0, 6.0 ] ) );
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// dog.root.children.push( light2.entity );
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const camera = new CameraEntity( {
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root: dog.root,
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@@ -62,7 +62,7 @@ float ambientOcclusion( vec2 uv, vec3 position, vec3 normal ) {
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}
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ao = ao / float( AO_ITER );
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return ao;
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return pow( ao, 2.0 );
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}
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// == main procedure ===============================================================================
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@@ -60,6 +60,7 @@ void main() {
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vec3 col = pow( saturate( tex.xyz ), vec3( 0.4545 ) );
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col.x = linearstep( 0.0, 1.2, col.x + 0.2 * uv.y );
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col.z = linearstep( -0.1, 1.0, col.z );
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col = colorMap( col );
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fragColor = vec4( col, 1.0 );
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@@ -266,7 +266,8 @@ void main() {
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#ifdef IS_FIRST_LIGHT
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// color = 0.5 + 0.5 * isect.normal;
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// color = vec3( calcDepth( tex0.xyz ) );
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// color = vec3( 0.8 ) * ( 1.0 - texture( samplerAo, isect.screenUv ).xyz );
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// color = vec3( 0.5, 0.9, 0.6 ) * ( 1.0 - texture( samplerAo, isect.screenUv ).xyz );
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// color = vec3( 0.5, 0.9, 0.6 ) * ( texture( samplerAo, isect.screenUv ).xyz );
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#endif
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// xfdA = shadeGradient( isect );
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@@ -38,5 +38,5 @@ void main() {
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fragPosition = vPosition;
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fragNormal = vec4( vNormal, 1.0 );
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fragColor = vec4( vColor.xyz, 1.0 );
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fragWTF = vec4( vec3( 0.5, 0.5, 0.0 ), MTL_PBR );
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fragWTF = vec4( vec3( 0.8, 0.8, 0.0 ), MTL_PBR );
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}
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@@ -72,8 +72,7 @@ void main() {
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// == assign varying variables ===================================================================
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vDice = random( computeUV.xy * 182.92 );
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vColor.xyz = 0.8 * mix( catColor( 2.0 + 40.0 * vDice.x ), vec3( 0.9 ), 0.0 );
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vColor.xyz = vec3( 0.2 );
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vColor.xyz = vec3( 0.8 );
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vLife = tex0.w;
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@@ -34,7 +34,7 @@ mat2 rotate2D( float _t ) {
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void main() {
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if ( vColor.a < 0.0 ) { discard; }
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float emissive = 7.0;
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float emissive = 5.0;
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// emissive *= 0.5 + 0.5 * sin( TAU * vRandom.z + 20.0 * time );
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fragPosition = vPosition;
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@@ -3,6 +3,7 @@
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const float HUGE = 9E16;
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const float PI = 3.14159265;
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const float TAU = 6.283185307;
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const float COLOR_VAR = 0.1;
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#define saturate(x) clamp(x,0.,1.)
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#define linearstep(a,b,x) saturate(((x)-(a))/((b)-(a)))
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@@ -90,10 +91,10 @@ void main() {
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vColor.xyz = (
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vRandom.y < 0.8
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? pow( catColor( TAU * ( ( vRandom.x * 2.0 - 1.0 ) * colorVar + 0.6 + colorOffset ) ), vec3( 2.0 ) )
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? pow( catColor( TAU * ( ( vRandom.x * 2.0 - 1.0 ) * COLOR_VAR + 0.0 ) ), vec3( 2.0 ) )
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: vec3( 0.4 )
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);
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vColor.xyz = blurpleGradient( vLife );
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// vColor.xyz = blurpleGradient( vLife );
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// vColor.xyz = catColor( 3.0 + 4.0 * vLife );
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vColor.w = ( velp.w < 0.5 && vel.w < 0.5 && 0.0 < vLife ) ? 1.0 : -1.0;
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