Cleanup
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@@ -9,9 +9,12 @@ void main()
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{
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float d = dot(vControls,vControls);
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if (d > 1) {discard;}
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// the following is an alternative without using discard
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// not sure how this would interact with bloom
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//float d = min(dot(vControls,vControls),1);
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fPos = vec4(vPos, fCol.w);
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float a = vCol.w*(1-d);
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fCol = vec4(vCol.xyz,a);
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fPos = vec4(vPos, a);
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//fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fCol.w);
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fNorm = vec4(-vControls, -0.1 + 0.3 * d ,fCol.w);
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fNorm = vec4(-vControls, -0.1 + 0.3 * d ,a);
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}
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+1
-1
@@ -296,7 +296,7 @@ doDrawing' win pdata u = do
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(pdata ^. fboCloud . _2 . _3)
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lightPoints
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pdata
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--draw windows onto window buffer
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--draw windows into window textures
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboWindow . _1 . unFBO)
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glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO)
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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+1
-1
@@ -805,7 +805,7 @@ updateCloud w c
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& clTimer -~ 1
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)
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where
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newVel@(V3 _ _ nvz) = (0.95 *.*.* springVels) +.+.+ V3 0 0 (0.01 * vertVel)
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newVel@(V3 _ _ nvz) = (0.95 *^ springVels) + V3 0 0 (0.01 * vertVel)
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newVel2 = stripZ newVel
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vertVel = min 5 $ clAlt c - opz
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springVels = foldl' (clClSpringVel c) (_clVel c) (clsNearPoint oldPos2 w)
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