Add sound queue when on chasm edge
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@@ -8,9 +8,7 @@ in float gAng;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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layout (binding=41) uniform sampler2DArray normalSampler;
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vec2 rotateV2 (float a, vec2 v)
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{
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return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a));
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}
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{ return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a)); }
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void main()
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{
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fCol = texture(diffuseSampler,gTexCoords);
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@@ -10,8 +10,7 @@ out vec3 gTexCoords;
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float isLHS (vec2 startV, vec2 testV)
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{ return sign( -startV.x * testV.y + startV.y * testV.x); }
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void main()
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{ gAng = vTexAng[0].y;
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float tcoordz = vTexAng[0].x;
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{ float tcoordz = vTexAng[0].x;
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vec2 p1xy = gl_in[0].gl_Position.xy;
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vec2 p2xy = gl_in[0].gl_Position.zw;
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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@@ -25,18 +24,22 @@ void main()
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gPos = p1;
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gl_Position = vec4(theMat * p1);
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gTexCoords = vec3 (0,0,tcoordz);
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gAng = vTexAng[0].y;
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EmitVertex();
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gPos = p3;
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gl_Position = vec4(theMat * p3);
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gTexCoords = vec3 (0,2,tcoordz);
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gAng = vTexAng[0].y;
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EmitVertex();
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gPos = p2;
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gl_Position = vec4(theMat * p2);
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gTexCoords = vec3 (tcoordx,0,tcoordz);
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gAng = vTexAng[0].y;
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EmitVertex();
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gPos = p4;
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gl_Position = vec4(theMat * p4);
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gTexCoords = vec3 (tcoordx,2,tcoordz);
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gAng = vTexAng[0].y;
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EmitVertex();
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EndPrimitive();
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}
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