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aesthetics: slightly better execution of wub raymarcher
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@@ -48,7 +48,7 @@ export class Raymarcher {
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material.addUniform( 'deformAmp', '1f', auto( 'Music/NEURO_WUB_AMP' ) );
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material.addUniform( 'deformAmp', '1f', auto( 'Music/NEURO_WUB_AMP' ) );
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material.addUniform( 'deformFreq', '1f', auto( 'Music/NEURO_WUB_FREQ' ) );
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material.addUniform( 'deformFreq', '1f', 1.0 + 7.0 * auto( 'Music/NEURO_DETUNE' ) );
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material.addUniform( 'deformTime', '1f', auto( 'Music/NEURO_TIME' ) );
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material.addUniform( 'deformTime', '1f', auto( 'Music/NEURO_TIME' ) );
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}
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}
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},
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},
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@@ -61,8 +61,6 @@ float fDistFunc( vec3 p ) {
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if ( length( p ) > 2.0 ) { return length( p ) - 1.8; }
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if ( length( p ) > 2.0 ) { return length( p ) - 1.8; }
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p += 0.5 * deformAmp / deformFreq * noise( vec4( deformFreq * p.xyz, 4.0 * deformFreq * deformTime ) );
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{
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{
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vec3 pt = p;
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vec3 pt = p;
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@@ -74,6 +72,7 @@ float fDistFunc( vec3 p ) {
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}
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}
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float dist = distFunc( p, time );
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float dist = distFunc( p, time );
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dist += 0.5 * deformAmp / deformFreq * noise( vec4( deformFreq * p.xyz, 4.0 * deformFreq * deformTime ) );
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return max( distSlasher, dist );
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return max( distSlasher, dist );
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}
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}
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