@adatechnology/game-fluids-three 0.4.15 → 0.4.17

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@@ -157,7 +157,8 @@ var GameFluidsThree = (() => {
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  var EVENT_BUDGET = { particles: 400, debris: 40, blastLights: 4, fireLights: 2 };
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  var explosion_aliases_default = {
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  carl_gustaf_84mm: "at4_84mm",
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- vog_25: "m79_40mm"
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+ vog_25: "m79_40mm",
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+ semtex: "c4"
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  };
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  var explosions_default = {
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  m67: {
@@ -6134,8 +6135,8 @@ var GameFluidsThree = (() => {
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  id: "dust",
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  additive: false,
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  life: [
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- 1,
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- 2
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+ 2,
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+ 5
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  ],
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  size: [
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  0.08,
@@ -6202,8 +6203,8 @@ var GameFluidsThree = (() => {
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  id: "chips",
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  additive: false,
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  life: [
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- 0.8,
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- 1.5
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+ 2,
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+ 4
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  ],
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  size: [
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  0.025,
@@ -7634,7 +7635,7 @@ var GameFluidsThree = (() => {
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  };
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  var EFFECT_STEP_SECONDS = 1 / 50;
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- // ../game-vfx-three/dist/chunk-CPRCWTSQ.js
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+ // ../game-vfx-three/dist/chunk-IOGYK5RO.js
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  var GLOW_VERTEX = `attribute vec4 aP;attribute vec4 aC;varying vec2 vU;varying vec4 vC;
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  void main(){vec3 R=vec3(viewMatrix[0][0],viewMatrix[1][0],viewMatrix[2][0]);vec3 Up=vec3(viewMatrix[0][1],viewMatrix[1][1],viewMatrix[2][1]);
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  vec3 wp=aP.xyz+(R*position.x+Up*position.y)*aP.w;vU=position.xy;vC=aC;gl_Position=projectionMatrix*viewMatrix*vec4(wp,1.);}`;
@@ -7681,10 +7682,15 @@ void main(){
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  if(n<diss*1.08-.04)discard;
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  float lam=max(dot(N,uLight),0.);
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  float band=lam>.55?1.:lam>.15?.68:.42;
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- vec3 col=vC*(vec3(.5,.56,.7)*band*1.05+vec3(.2,.19,.18)+uGround*(.4-.4*N.y));
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+ // soot: a dark smoke still scatters some light, so it never goes flat black, and its rim takes the sky so its volume reads (only the dark puffs; the rest as the Lab)
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+ float dark=1.-smoothstep(.02,.12,dot(vC,vec3(.2126,.7152,.0722)));
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+ vec3 alb=max(vC,vec3(.055)*dark);
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+ vec3 col=alb*(vec3(.5,.56,.7)*band*1.05+vec3(.2,.19,.18)+uGround*(.4-.4*N.y));
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+ float rim=pow(1.-clamp(abs(dot(N,normalize(cameraPosition-vWP))),0.,1.),2.);
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+ col+=dark*rim*(uSky*.9+alb);
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  vec3 tg=uGlowPos-vWP;float dg=length(tg)+.001;
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  float gi=uGlowI/(1.+dg*dg*.05)*(.3+.7*max(dot(N,tg/dg),0.));
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- col+=uGlowCol*gi*vC*1.6;
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+ col+=uGlowCol*gi*alb*1.6;
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  float h=heat*(.72+.56*n)+heat*(-N.y)*.18;
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  if(h>.05){
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  float hq=floor(h*5.+.5)/5.;