@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.
- package/dist/index.global.js +12 -7
- package/dist/index.global.js.map +1 -1
- package/package.json +5 -5
package/dist/index.global.js
CHANGED
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@@ -6135,8 +6135,8 @@ var GameFluidsThree = (() => {
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6135
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id: "dust",
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additive: false,
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life: [
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6138
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-
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6139
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-
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6138
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+
2,
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6139
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+
5
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],
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size: [
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0.08,
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@@ -6203,8 +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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-
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-
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6206
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+
2,
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6207
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+
4
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],
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size: [
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6210
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0.025,
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@@ -7635,7 +7635,7 @@ var GameFluidsThree = (() => {
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};
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var EFFECT_STEP_SECONDS = 1 / 50;
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7638
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-
// ../game-vfx-three/dist/chunk-
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7638
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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.);}`;
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@@ -7682,10 +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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-
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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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7689
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float rim=pow(1.-clamp(abs(dot(N,normalize(cameraPosition-vWP))),0.,1.),2.);
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7690
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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*
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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.;
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