@adatechnology/game-fluids-three 0.4.16 → 0.4.18

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -6135,8 +6135,8 @@ var GameFluidsThree = (() => {
6135
6135
  id: "dust",
6136
6136
  additive: false,
6137
6137
  life: [
6138
- 1,
6139
- 2
6138
+ 2,
6139
+ 5
6140
6140
  ],
6141
6141
  size: [
6142
6142
  0.08,
@@ -6203,8 +6203,8 @@ var GameFluidsThree = (() => {
6203
6203
  id: "chips",
6204
6204
  additive: false,
6205
6205
  life: [
6206
- 0.8,
6207
- 1.5
6206
+ 2,
6207
+ 4
6208
6208
  ],
6209
6209
  size: [
6210
6210
  0.025,
@@ -7635,7 +7635,7 @@ var GameFluidsThree = (() => {
7635
7635
  };
7636
7636
  var EFFECT_STEP_SECONDS = 1 / 50;
7637
7637
 
7638
- // ../game-vfx-three/dist/chunk-CPRCWTSQ.js
7638
+ // ../game-vfx-three/dist/chunk-IOGYK5RO.js
7639
7639
  var GLOW_VERTEX = `attribute vec4 aP;attribute vec4 aC;varying vec2 vU;varying vec4 vC;
7640
7640
  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]);
7641
7641
  vec3 wp=aP.xyz+(R*position.x+Up*position.y)*aP.w;vU=position.xy;vC=aC;gl_Position=projectionMatrix*viewMatrix*vec4(wp,1.);}`;
@@ -7682,10 +7682,15 @@ void main(){
7682
7682
  if(n<diss*1.08-.04)discard;
7683
7683
  float lam=max(dot(N,uLight),0.);
7684
7684
  float band=lam>.55?1.:lam>.15?.68:.42;
7685
- vec3 col=vC*(vec3(.5,.56,.7)*band*1.05+vec3(.2,.19,.18)+uGround*(.4-.4*N.y));
7685
+ // 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)
7686
+ float dark=1.-smoothstep(.02,.12,dot(vC,vec3(.2126,.7152,.0722)));
7687
+ vec3 alb=max(vC,vec3(.055)*dark);
7688
+ vec3 col=alb*(vec3(.5,.56,.7)*band*1.05+vec3(.2,.19,.18)+uGround*(.4-.4*N.y));
7689
+ float rim=pow(1.-clamp(abs(dot(N,normalize(cameraPosition-vWP))),0.,1.),2.);
7690
+ col+=dark*rim*(uSky*.9+alb);
7686
7691
  vec3 tg=uGlowPos-vWP;float dg=length(tg)+.001;
7687
7692
  float gi=uGlowI/(1.+dg*dg*.05)*(.3+.7*max(dot(N,tg/dg),0.));
7688
- col+=uGlowCol*gi*vC*1.6;
7693
+ col+=uGlowCol*gi*alb*1.6;
7689
7694
  float h=heat*(.72+.56*n)+heat*(-N.y)*.18;
7690
7695
  if(h>.05){
7691
7696
  float hq=floor(h*5.+.5)/5.;