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3D:: sightranges are now configurable
This commit is contained in:
10
shaders.cpp
10
shaders.cpp
@@ -564,12 +564,12 @@ void init() {
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s3, "vec4 t = uMV * aPosition;",
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sh3, "vColor.xyz = vColor.xyz * (1.0 - acosh(t[3]) / uFog);",
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sr3, "vColor.xyz = vColor.xyz * (1.0 - sqrt(t[0]*t[0] + t[1]*t[1] + t[2]*t[2]) / 7.);",
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sr3, "vColor.xyz = vColor.xyz * (1.0 - sqrt(t[0]*t[0] + t[1]*t[1] + t[2]*t[2]) / uFog);",
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ss30, "vColor.xyz = vColor.xyz * (acos(t[3]) / 6.3); t = -t; ",
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ss31, "vColor.xyz = vColor.xyz * (acos(t[3]) / 6.3); t.xyz = -t.xyz; ",
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ss32, "vColor.xyz = vColor.xyz * (1.0 - acos(t[3]) / 6.3); t.w = -t.w; ",
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ss33, "vColor.xyz = vColor.xyz * (1.0 - acos(t[3]) / 6.3); ",
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ss30, "vColor.xyz = vColor.xyz * (1 - (6.284 - acos(t[3])) / uFog); t = -t; ",
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ss31, "vColor.xyz = vColor.xyz * (1 - (6.284 - acos(t[3])) / uFog); t.xyz = -t.xyz; ",
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ss32, "vColor.xyz = vColor.xyz * (1 - acos(t[3]) / uFog); t.w = -t.w; ", // 2pi
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ss33, "vColor.xyz = vColor.xyz * (1 - acos(t[3]) / uFog); ",
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sh3 || sr3,"t[3] = 1.0;",
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band || hp || s3,"gl_Position = uP * t;",
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