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@ -111,7 +111,7 @@ vec2 mapScene(vec3 p) {
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(cl(distFromCenter + 1., 0.0, 511.0));
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float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(u_time * 4.));
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float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0 + noise), 0., 15.);
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float hexHeight = cl(1.0 + (fft_output[fftIndex] * 2.0 + noise), 0., 9.);
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vec3 r = vec3(hex.local.x + offset.x,hex.local.y,hex.local.z+offset.y);
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// r.yz *= rot2D(PI * 0.5);
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r.xz *= rot2D(0.5);
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@ -340,7 +340,7 @@ vec3 render(vec2 uv) {
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vec3 mat = pal(hitPos.y*hitPos.y*0.01);
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//vec3 lights = vec3(0.);
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vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 15.0, hitPos, rayDir, nor);
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vec3 lights = addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 5.0, hitPos, rayDir, nor);
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mat *= max(vec3(0.), lights); // output with lights;
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col = mat;
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}
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@ -350,7 +350,7 @@ vec3 render(vec2 uv) {
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float bGlowDistance = 0.8;
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vec3 p = camPos + t.x * rayDir;
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vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 10000.;
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vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9000.;
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col += bGlowLevel;
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col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
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