cool
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@@ -80,7 +80,6 @@ namespace Game
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else
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else
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{
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{
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CreateTransform(Transform.M, {0.0f, -30.0f, 100.0f}, {}, {100.0f, 10.0f, 100.0f});
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CreateTransform(Transform.M, {0.0f, -30.0f, 100.0f}, {}, {100.0f, 10.0f, 100.0f});
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// Nothing for now
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}
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}
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}
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}
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}
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}
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@@ -9,7 +9,7 @@ float circle(vec2 uv, float radius)
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// float result = distSq / (radius * radius);
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// float result = distSq / (radius * radius);
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float result = sqrt(distSq) / radius / 2;
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float result = sqrt(distSq) / radius / 2;
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// float result = sqrt(distSq) / radius;
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// float result = sqrt(distSq) / radius;
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// return result < 1.0;
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return result < 0.4;
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return clamp(1.0 - result, 0.0, 1.0);
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return clamp(1.0 - result, 0.0, 1.0);
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}
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}
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@@ -41,7 +41,7 @@ float circles(vec2 uv, float level, float subLevel)
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void main()
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void main()
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{
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{
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float baseScale = 4.0;
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float baseScale = 10.0;
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float2 dx = ddx(v_uv0 * baseScale);
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float2 dx = ddx(v_uv0 * baseScale);
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float2 dy = ddy(v_uv0 * baseScale);
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float2 dy = ddy(v_uv0 * baseScale);
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float2x2 mat = float2x2(dx, dy);
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float2x2 mat = float2x2(dx, dy);
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@@ -53,7 +53,8 @@ void main()
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float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0);
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float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0);
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float spacing = freq.y * exp2(2.0);
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float spacing = freq.y * exp2(2.0);
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spacing *= 128.0; // TODO: check reference to see how to calculate this!
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spacing = 1.0 / spacing;
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spacing *= 1.0; // TODO: check reference to see how to calculate this!
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float spacingLog = max(log2(spacing), 1.0);
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float spacingLog = max(log2(spacing), 1.0);
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int patternScaleLevel = floor(spacingLog);
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int patternScaleLevel = floor(spacingLog);
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float patternFractional = spacingLog - patternScaleLevel;
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float patternFractional = spacingLog - patternScaleLevel;
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