testing?
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ca0613b705
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3ad04282f0
1 changed files with 25 additions and 11 deletions
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@ -148,14 +148,14 @@ void main()
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thermo = misc.x;
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thermo = misc.x;
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}
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}
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else { // wandering
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else { // wandering
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age += 0.02;
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age += 10.02;
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// age += 0.01;
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// age += 0.01;
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thermo = misc.x;
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thermo = misc.x;
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}
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}
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if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) { // arrived
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// if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) { // arrived
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age += 0.03;
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// age += 0.03;
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}
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// }
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// wandering
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// wandering
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vec3 force = vec3(0,0,0);
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vec3 force = vec3(0,0,0);
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@ -169,18 +169,32 @@ void main()
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if(age < 0.001) { // targetting
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if(age < 0.001) { // targetting
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target.w = 0;
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target.w = 0;
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if(random3(pos).x > pow(length(texCoordVarying.st/4 - uHottest0.st)/5,16*16)+0) {
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if(random3(pos).x > pow(length(texCoordVarying.st/4 - uHottest0.st)/5,16*16)+0) {
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vec3 H = uHottest3d0;
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vec2 h = uHottest1.st;
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H.x *= -1;
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vec4 hray = texture(u_world, h);
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H.z *= -1;
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float hdepth = -depth * 65535.0;
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if(hdepth == 0) hdepth = -0.01 * 65535.0;
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vec3 H = vec3(hray.xy * hdepth, hdepth);
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target.xyz = H + random3(pos);
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target.xyz = H + random3(pos);
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target.w = 1;
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target.w = 1;
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// vec3 H = uHottest3d0;
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// H.x *= -1;
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// H.z *= -1;
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// target.xyz = H + random3(pos);
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// target.w = 1;
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}
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}
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else if(random3(pos).x > pow(length(texCoordVarying.st/4 - uHottest1.st)/5,16*16)+0) {
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else if(random3(pos).x > pow(length(texCoordVarying.st/4 - uHottest1.st)/5,16*16)+0) {
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vec3 H = uHottest3d1;
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vec2 h = uHottest0.st;
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H.x *= -1;
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vec4 hray = texture(u_world, h);
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H.z *= -1;
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float hdepth = -depth * 65535.0;
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if(hdepth == 0) hdepth = -0.01 * 65535.0;
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vec3 H = vec3(hray.xy * hdepth, hdepth);
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target.xyz = H + random3(pos);
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target.xyz = H + random3(pos);
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target.w = 1;
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target.w = 1;
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// vec3 H = uHottest3d1;
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// // H.x *= -1;
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// // H.z *= -1;
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// target.xyz = H + random3(pos);
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// target.w = 1;
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}
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}
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// else if(random3(pos).x > pow(length(texCoordVarying.st - uColdest0.st)/20,16)+0) {
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// else if(random3(pos).x > pow(length(texCoordVarying.st - uColdest0.st)/20,16)+0) {
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// vec2 h = uColdest1.st;
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// vec2 h = uColdest1.st;
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@ -211,7 +225,7 @@ void main()
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force.y = sin(th) * cos(phi);
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force.y = sin(th) * cos(phi);
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force.z = sin(phi);
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force.z = sin(phi);
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force *= 200 + 200 * simplex3d_fractal(vec3(texCoordVarying, 0.0));
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force *= 200 + 200 * simplex3d_fractal(vec3(texCoordVarying, 0.0));
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// force += (target.xyz - pos) * 0.35;
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// force += (target.xyz - pos) * 0.3;
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}
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}
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// damping
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// damping
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