Optimointeja
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@ -102,8 +102,7 @@ SEA_WATER_COLOR =vec3(0.4,0.5,0.3);
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// with duration d, startTime s and speed up with timeFact
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float timedSine(vec3 i) {
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i.y *= i.z;
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return PI * min(((u_time * i.z) - i.y) / PI, i.x);
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return min((u_time - i.y)*i.z, i.x*PI);
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}
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float calcFactor (float startTime)
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@ -393,9 +392,8 @@ vec3 sceneGate(vec2 uv)
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if(mat==0.)
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col *= vec3(.3) + addSpecular(n,rd,0.5);
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if(mat==1.){
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if(mat==1.)
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col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); //col = vec3(0.,0.,.5); // + (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5));
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}
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if(mat==2.)
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col *= vec3(.3, .1, .0)+ addSpecular(n,rd,0.1); // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25);
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if(mat==3.)
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