@woosh/meep-engine 2.43.44 → 2.43.46

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.
@@ -0,0 +1,391 @@
1
+ import { StreamGeometryBuilder } from "../../../engine/graphics/ecs/path/tube/build/StreamGeometryBuilder.js";
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+ import { make_ring_faces } from "../../../engine/graphics/ecs/path/tube/build/make_ring_faces.js";
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+ import { BufferGeometry } from "three/src/core/BufferGeometry.js";
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+ import { Float32BufferAttribute } from "three/src/core/BufferAttribute.js";
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+ import { Vector2, Vector3 } from "three";
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+
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+ // Modified from https://github.com/mrdoob/three.js/blob/master/src/geometries/CylinderBufferGeometry.js
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+ class ArrowBufferGeometry extends BufferGeometry {
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+
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+ constructor( {radiusTop = 1/7, radiusBottom = 1/20, height = 1, heightTop = 0.6, radialSegments = 8, heightSegments = 1, openEnded = false, heightIncludesHead = true} = {} ) {
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+
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+ super();
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+ this.type = 'ArrowBufferGeometry';
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+
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+ this.parameters = {
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+ radiusTop: radiusTop,
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+ radiusBottom: radiusBottom,
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+ height: height,
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+ heightTop: heightTop,
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+ radialSegments: radialSegments,
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+ heightSegments: heightSegments,
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+ openEnded: openEnded,
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+ heightIncludesHead: heightIncludesHead,
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+ };
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+
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+ const scope = this;
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+ const thetaStart = 0, thetaLength = 2 * Math.PI;
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+
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+ radialSegments = Math.floor( radialSegments );
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+ heightSegments = Math.floor( heightSegments );
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+
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+ // buffers
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+
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+ const indices = [];
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+ const vertices = [];
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+ const normals = [];
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+ const uvs = [];
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+
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+ // helper variables
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+
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+ let index = 0;
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+ const indexArray = [];
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+ const halfHeight = height / 2;
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+ const tubeHeight = heightIncludesHead ? height - heightTop : height;
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+ let groupStart = 0;
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+
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+ // generate geometry
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+
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+ generateTorso();
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+ generateCap( true );
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+ generateCap( false, true );
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+
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+ if ( openEnded === false ) {
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+
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+ if ( radiusBottom > 0 ) generateCap( false );
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+
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+ }
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+
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+ // build geometry
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+
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+ this.setIndex( indices );
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+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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+ this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
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+ this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
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+
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+ function generateTorso() {
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+
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+ const normal = new Vector3();
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+ const vertex = new Vector3();
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+
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+ let groupCount = 0;
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+
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+ // this will be used to calculate the normal
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+ const slope = 0;
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+
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+ // generate vertices, normals and uvs
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+
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+ for ( let y = 0; y <= heightSegments; y ++ ) {
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+
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+ const indexRow = [];
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+
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+ const v = y / heightSegments;
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+
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+ // calculate the radius of the current row
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+
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+ const radius = radiusBottom;
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+
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+ for ( let x = 0; x <= radialSegments; x ++ ) {
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+
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+ const u = x / radialSegments;
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+
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+ const theta = u * Math.PI * 2;
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+
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+ const sinTheta = Math.sin( theta );
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+ const cosTheta = Math.cos( theta );
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+
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+ // vertex
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+
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+ vertex.x = radius * cosTheta;
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+ vertex.y = radius * sinTheta;
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+ vertex.z = v * tubeHeight;
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+ vertices.push( vertex.x, vertex.y, vertex.z );
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+
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+ // normal
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+
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+ normal.set( cosTheta, sinTheta, 0 ).normalize();
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+ normals.push( normal.x, normal.y, normal.z );
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+
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+ // uv
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+
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+ uvs.push( u, 1 - v );
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+
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+ // save index of vertex in respective row
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+
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+ indexRow.push( index ++ );
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+
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+ }
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+
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+ // now save vertices of the row in our index array
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+
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+ indexArray.push( indexRow );
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+
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+ }
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+
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+ // generate indices
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+
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+ for ( let x = 0; x < radialSegments; x ++ ) {
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+
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+ for ( let y = 0; y < heightSegments; y ++ ) {
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+
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+ // we use the index array to access the correct indices
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+
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+ const a = indexArray[ y ][ x ];
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+ const b = indexArray[ y + 1 ][ x ];
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+ const c = indexArray[ y + 1 ][ x + 1 ];
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+ const d = indexArray[ y ][ x + 1 ];
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+
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+ // faces
139
+
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+ indices.push( b, a, d );
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+ indices.push( c, b, d );
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+
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+ // update group counter
144
+
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+ groupCount += 6;
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+
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+ }
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+
149
+ }
150
+
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+ // add a group to the geometry. this will ensure multi material support
152
+
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+ scope.addGroup( groupStart, groupCount, 0 );
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+
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+ // calculate new start value for groups
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+
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+ groupStart += groupCount;
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+
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+ }
160
+
161
+ function generateCap( top, headBase = false ) {
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+
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+ // save the index of the first center vertex
164
+ const centerIndexStart = index;
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+
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+ const uv = new Vector2();
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+ const vertex = new Vector3();
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+
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+ let groupCount = 0;
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+
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+ const radius = ( top || headBase ) ? radiusTop : radiusBottom;
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+ const sign = ( top ) ? 1 : -1;
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+
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+ // first we generate the center vertex data of the cap.
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+ // because the geometry needs one set of uvs per face,
176
+ // we must generate a center vertex per face/segment
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+
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+ for ( let x = 1; x <= radialSegments; x ++ ) {
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+
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+ // vertex
181
+
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+ vertices.push( 0, 0, top ? tubeHeight + heightTop : (headBase ? tubeHeight : 0) );
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+
184
+ // normal
185
+
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+ if (top) {
187
+ const theta = (x - 1/2) / radialSegments * Math.PI * 2;
188
+ const sinTheta = Math.sin(theta), cosTheta = Math.cos(theta);
189
+ const normal = new Vector3( cosTheta, sinTheta, radiusTop / heightTop );
190
+ normal.normalize();
191
+ normals.push( normal.x, normal.y, normal.z);
192
+ } else {
193
+ normals.push( 0, 0, sign );
194
+ }
195
+ // uv
196
+
197
+ uvs.push( 0.5, 0.5 );
198
+
199
+ // increase index
200
+
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+ index ++;
202
+
203
+ }
204
+
205
+ // save the index of the last center vertex
206
+ const centerIndexEnd = index;
207
+
208
+ // now we generate the surrounding vertices, normals and uvs
209
+
210
+ for ( let x = 0; x <= radialSegments; x ++ ) {
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+
212
+ const u = x / radialSegments;
213
+ const theta = u * thetaLength + thetaStart;
214
+
215
+ const cosTheta = Math.cos( theta );
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+ const sinTheta = Math.sin( theta );
217
+
218
+ // vertex
219
+
220
+ vertex.x = radius * cosTheta;
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+ vertex.y = radius * sinTheta;
222
+ vertex.z = top || headBase ? tubeHeight : 0;
223
+ vertices.push( vertex.x, vertex.y, vertex.z );
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+
225
+ // normal
226
+
227
+ if (top) {
228
+ const normal = new Vector3(cosTheta, sinTheta, radiusTop / heightTop );
229
+ normal.normalize();
230
+ normals.push( normal.x, normal.y, normal.z);
231
+ } else {
232
+ normals.push( 0, 0, sign );
233
+ }
234
+ // uv
235
+
236
+ uv.x = ( cosTheta * 0.5 ) + 0.5;
237
+ uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
238
+ uvs.push( uv.x, uv.y );
239
+
240
+ // increase index
241
+
242
+ index ++;
243
+
244
+ }
245
+
246
+ // generate indices
247
+
248
+ for ( let x = 0; x < radialSegments; x ++ ) {
249
+
250
+ const c = centerIndexStart + x;
251
+ const i = centerIndexEnd + x;
252
+
253
+ if ( top === true ) {
254
+
255
+ // face top
256
+
257
+ indices.push( i, i + 1, c );
258
+
259
+ } else {
260
+
261
+ // face bottom
262
+
263
+ indices.push( i + 1, i, c );
264
+
265
+ }
266
+
267
+ groupCount += 3;
268
+
269
+ }
270
+
271
+ // add a group to the geometry. this will ensure multi material support
272
+
273
+ scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
274
+
275
+ // calculate new start value for groups
276
+
277
+ groupStart += groupCount;
278
+
279
+ }
280
+
281
+ }
282
+
283
+ }
284
+
285
+ /**
286
+ *
287
+ * @param {StreamGeometryBuilder} out
288
+ * @param {number} count
289
+ * @param {number} radius
290
+ * @param {number} z
291
+ */
292
+ function make_ring_vertices(out, count, radius, z) {
293
+
294
+ const positions = out.positions;
295
+
296
+ for (let i = 0; i < count; i++) {
297
+
298
+ const vertex_index = out.cursor_vertices++;
299
+
300
+ const fraction = i / count;
301
+
302
+ const angle = Math.PI * 2 * fraction;
303
+
304
+ const vertex_offset = vertex_index * 3;
305
+
306
+ positions[vertex_offset] = Math.cos(angle) * radius;
307
+ positions[vertex_offset + 1] = Math.sin(angle) * radius;
308
+ positions[vertex_offset + 2] = z;
309
+
310
+ }
311
+
312
+ }
313
+
314
+ /**
315
+ *
316
+ * @param {StreamGeometryBuilder} out
317
+ * @param {number} count
318
+ * @param {number} vertex_offset
319
+ * @param {number} tip_vertex_index
320
+ */
321
+ function make_cone_indices(out, count, vertex_offset, tip_vertex_index) {
322
+ const indices = out.indices;
323
+
324
+ for (let i = 0; i < count; i++) {
325
+ const index_0 = i + vertex_offset;
326
+ const index_1 = tip_vertex_index;
327
+ const index_2 = ((i + 1) % count) + vertex_offset;
328
+
329
+ const triangle_index = out.cursor_indices++;
330
+
331
+ const triangle_offset = triangle_index * 3;
332
+
333
+ indices[triangle_offset] = index_1;
334
+ indices[triangle_offset + 1] = index_2;
335
+ indices[triangle_offset + 2] = index_0;
336
+ }
337
+
338
+ }
339
+
340
+ export function makeSolidArrowGeometry(){
341
+ return new ArrowBufferGeometry();
342
+ }
343
+
344
+ function makeSolidArrowGeometry2(
345
+ radial_resolution = 16,
346
+ pointer_length = 0.5,
347
+ pointer_width = 0.2,
348
+ stem_width = 0.1
349
+ ) {
350
+
351
+ const Z_OFFSET = -0.5;
352
+
353
+ const vertex_count = radial_resolution * 3 + 1;
354
+
355
+ const triangle_count = radial_resolution //arrow cap
356
+ + radial_resolution * 2 // under-arrow ring
357
+ + radial_resolution * 2 // stem
358
+ + radial_resolution //cap for base of the stem
359
+ ;
360
+
361
+ const builder = new StreamGeometryBuilder();
362
+
363
+ builder.allocate(vertex_count, triangle_count);
364
+
365
+ const positions = builder.positions;
366
+
367
+ // write tip
368
+ const tip_vertex_index = builder.cursor_vertices++;
369
+ positions[tip_vertex_index * 3] = 0;
370
+ positions[tip_vertex_index * 3 + 1] = 0;
371
+ positions[tip_vertex_index * 3 + 2] = Z_OFFSET + 1;
372
+
373
+ const ring_0_start = builder.cursor_vertices;
374
+
375
+ // make cone ring - arrow cap
376
+ make_ring_vertices(builder, radial_resolution, pointer_width, Z_OFFSET + 1 - pointer_length);
377
+ make_cone_indices(builder, radial_resolution, ring_0_start, tip_vertex_index);
378
+
379
+ const ring_1_start = builder.cursor_vertices;
380
+
381
+ // make ring 1
382
+ make_ring_vertices(builder, radial_resolution, stem_width, Z_OFFSET + 1 - pointer_length);
383
+ make_ring_faces(builder, ring_1_start, 1, radial_resolution);
384
+
385
+ const ring_2_start = builder.cursor_vertices;
386
+
387
+ make_ring_vertices(builder, radial_resolution, stem_width, Z_OFFSET + 0);
388
+ make_ring_faces(builder, ring_2_start, 1, radial_resolution);
389
+
390
+ return builder.build();
391
+ }
@@ -22,7 +22,9 @@ export class CodecWithFallback extends Codec {
22
22
  for (let i = 0; i < codec_count; i++) {
23
23
  const codec = codecs[i];
24
24
 
25
- if (codec.test(data)) {
25
+ const codec_supports_data = await codec.test(data);
26
+
27
+ if (codec_supports_data) {
26
28
  return true;
27
29
  }
28
30
  }
@@ -42,7 +44,9 @@ export class CodecWithFallback extends Codec {
42
44
  for (let i = 0; i < codec_count; i++) {
43
45
  const codec = codecs[i];
44
46
 
45
- if (!codec.test(data)) {
47
+ const codec_supports_data = await codec.test(data);
48
+
49
+ if (!codec_supports_data) {
46
50
  errors.push({
47
51
  index: i, error: "Codec doesn't support this data"
48
52
  });
@@ -16,6 +16,16 @@ import { GLTFAssetLoader } from "../../../../asset/loaders/GLTFAssetLoader.js";
16
16
  import '../../../../../../../../css/game.scss';
17
17
  import { countTask } from "../../../../../core/process/task/util/countTask.js";
18
18
  import Vector2 from "../../../../../core/geom/Vector2.js";
19
+ import { RotationBehavior } from "../../../../intelligence/behavior/util/RotationBehavior.js";
20
+ import { BehaviorComponent } from "../../../../intelligence/behavior/ecs/BehaviorComponent.js";
21
+ import Vector3 from "../../../../../core/geom/Vector3.js";
22
+ import { ShadedGeometry } from "../../mesh-v2/ShadedGeometry.js";
23
+ import { makeHelperBoxGeometry } from "../../../../../editor/process/symbolic/makeHelperBoxGeometry.js";
24
+ import { DoubleSide, LineBasicMaterial, MeshStandardMaterial } from "three";
25
+ import { DrawMode } from "../../mesh-v2/DrawMode.js";
26
+ import { OctahedralUvEncoder } from "../../../impostors/octahedral/grid/OctahedralUvEncoder.js";
27
+ import { makeSolidArrowGeometry } from "../../../../../editor/process/symbolic/makeSolidArrowGeometry.js";
28
+ import { vec3 } from "gl-matrix";
19
29
 
20
30
  const decal_urls = `data/textures/icons/FantasyIconsMegaPack/MagicItems/MagicItems_png/transparent/x64/staff_13_t.png
21
31
  data/textures/icons/FantasyIconsMegaPack/MagicItems/MagicItems_png/transparent/x64/artifact_01_t.png
@@ -217,7 +227,7 @@ function promise_time_out(t) {
217
227
  * @param {number} spacing
218
228
  * @param {string[]} textures
219
229
  */
220
- function grid(ecd, offset_x, offset_y,x, y, size_x, size_y, spacing, textures) {
230
+ function grid(ecd, offset_x, offset_y, x, y, size_x, size_y, spacing, textures) {
221
231
 
222
232
  const random = seededRandom();
223
233
 
@@ -243,7 +253,7 @@ function grid(ecd, offset_x, offset_y,x, y, size_x, size_y, spacing, textures) {
243
253
  // transform.rotation.set(0,0.7,0,0.7);
244
254
  transform.rotation.set(-0.7, 0, 0, 0.7);
245
255
  // transform.rotation.random(random);
246
- transform.scale.set(size_x, size_y,1 );
256
+ transform.scale.set(size_x, size_y, 1);
247
257
  // transform.scale.setScalar(1);
248
258
 
249
259
  entity
@@ -256,6 +266,100 @@ function grid(ecd, offset_x, offset_y,x, y, size_x, size_y, spacing, textures) {
256
266
 
257
267
  }
258
268
 
269
+ function makeNormalTestGridDecal(ecd) {
270
+
271
+ const GRID_OFFSET = new Vector3(5, 0, 5);
272
+
273
+ const uv = new OctahedralUvEncoder();
274
+
275
+ const GRID_SIZE = 9;
276
+
277
+ const SPACING = 2;
278
+
279
+ const DEBUG_BOX = makeHelperBoxGeometry();
280
+
281
+ for (let i = 0; i < GRID_SIZE; i++) {
282
+ for (let j = 0; j < GRID_SIZE; j++) {
283
+
284
+ const direction = [];
285
+
286
+ uv.uv_to_unit(direction, [i / (GRID_SIZE - 1), j / (GRID_SIZE - 1)]);
287
+
288
+ vec3.negate(direction,direction);
289
+
290
+ const decal = new Decal();
291
+
292
+ decal.uri = decal_urls[1];
293
+
294
+ const entity = new EntityBuilder();
295
+
296
+ entity.clearFlag(EntityBuilderFlags.WatchDestruction);
297
+
298
+ const transform = new Transform();
299
+ transform.position.set(
300
+ SPACING * i,
301
+ 0,
302
+ SPACING * j
303
+ );
304
+
305
+ transform.position.add(GRID_OFFSET);
306
+
307
+ transform.scale.setScalar(1);
308
+ transform.rotation._lookRotation(direction[0], direction[1], direction[2], 0, 1, 0);
309
+
310
+ entity
311
+ .add(ShadedGeometry.from(DEBUG_BOX, new LineBasicMaterial(), DrawMode.LineSegments))
312
+ .add(transform)
313
+ .add(decal)
314
+ .build(ecd);
315
+
316
+
317
+ // make an arrow helper
318
+ const arrow_transform = Transform.fromJSON({
319
+ position: new Vector3(0, 0, -0.5)
320
+ });
321
+ arrow_transform.multiplyTransforms(transform, arrow_transform);
322
+
323
+ new EntityBuilder()
324
+ .add(ShadedGeometry.from(makeSolidArrowGeometry(), new MeshStandardMaterial({
325
+ side: DoubleSide
326
+ }), DrawMode.Triangles))
327
+ .add(arrow_transform)
328
+ .build(ecd);
329
+ }
330
+ }
331
+ }
332
+
333
+ /**
334
+ * @returns {EntityBuilder}
335
+ */
336
+ function makeNormalTestDecal() {
337
+ const decal = new Decal();
338
+
339
+ decal.uri = decal_urls[1];
340
+
341
+ const entity = new EntityBuilder();
342
+
343
+ entity.clearFlag(EntityBuilderFlags.WatchDestruction);
344
+
345
+ const transform = new Transform();
346
+ transform.position.set(
347
+ 5,
348
+ 0,
349
+ 5
350
+ );
351
+ transform.scale.setScalar(1);
352
+ transform.rotation.lookRotation(Vector3.down);
353
+
354
+ entity
355
+ .add(ShadedGeometry.from(DEBUG_BOX, new LineBasicMaterial(), DrawMode.LineSegments))
356
+ .add(transform)
357
+ .add(decal)
358
+ .add(BehaviorComponent.fromOne(RotationBehavior.fromJSON({ speed: 1, axis: Vector3.left })))
359
+
360
+ return entity;
361
+ }
362
+
259
363
  /**
260
364
  *
261
365
  * @param {Engine} engine
@@ -281,7 +385,9 @@ async function main(engine) {
281
385
 
282
386
  const random = seededRandom();
283
387
 
284
- const ENTITY_COUNT = 100000;
388
+ const ENTITY_COUNT = 1;
389
+
390
+ const ecd = engine.entityManager.dataset;
285
391
 
286
392
  function makeOne() {
287
393
  const decal = new Decal();
@@ -304,9 +410,9 @@ async function main(engine) {
304
410
  entity
305
411
  .add(transform)
306
412
  .add(decal)
307
- // .add(BehaviorComponent.fromOne(RotationBehavior.fromJSON({ speed: 1 })))
413
+ .add(BehaviorComponent.fromOne(RotationBehavior.fromJSON({ speed: 1 })))
308
414
 
309
- entity.build(engine.entityManager.dataset);
415
+ entity.build(ecd);
310
416
  }
311
417
 
312
418
  // for (let i = 0; i < ENTITY_COUNT; i++) {
@@ -316,6 +422,8 @@ async function main(engine) {
316
422
 
317
423
  const task = countTask(0, ENTITY_COUNT, makeOne);
318
424
 
425
+ makeNormalTestGridDecal(ecd);
426
+
319
427
  // TaskLoadingScreen.instance.load(engine, task);
320
428
 
321
429
  // console.profile('spawn');
@@ -327,9 +435,9 @@ async function main(engine) {
327
435
  // engine.executor.run(task);
328
436
 
329
437
 
330
- grid(engine.entityManager.dataset, 20,10,80, 25, .4, .6, .1, decal_urls.slice(105, 105+3));
438
+ //grid(engine.entityManager.dataset, 20,10,80, 25, .4, .6, .1, decal_urls.slice(105, 105+3));
331
439
 
332
- grid(engine.entityManager.dataset, 20,30,80, 25, .4, .6, .1, decal_urls.slice(105, 105+3));
440
+ //grid(engine.entityManager.dataset, 20,30,80, 25, .4, .6, .1, decal_urls.slice(105, 105+3));
333
441
  // await promise_time_out(10);
334
442
 
335
443
 
@@ -2,7 +2,6 @@ import { AbstractRenderAdapter } from "./AbstractRenderAdapter.js";
2
2
  import { HashMap } from "../../../../../../core/collection/HashMap.js";
3
3
  import { InstancedMeshGroup } from "../../../../geometry/instancing/InstancedMeshGroup.js";
4
4
  import { ShadedGeometryFlags } from "../../ShadedGeometryFlags.js";
5
- import { DrawMode } from "../../DrawMode.js";
6
5
  import { StreamDrawUsage } from "three";
7
6
 
8
7
  const INSTANCED_EQUALITY_FLAGS = ShadedGeometryFlags.CastShadow
@@ -68,14 +67,12 @@ export class InstancedRendererAdapter extends AbstractRenderAdapter {
68
67
 
69
68
  } else {
70
69
 
71
- if (sg.mode !== DrawMode.Triangles) {
72
- throw new Error(`Unsupported draw mode ${sg.mode}`);
73
- }
74
-
75
70
  im = new InstancedMeshGroup();
76
71
  im.instance_usage = StreamDrawUsage;
77
72
  im.shrinkFactor = 0; // prevent shrinking as we're essentially rebuilding this geometry frame
78
73
 
74
+ im.draw_mode = sg.mode;
75
+
79
76
  im.setMaterial(sg.material);
80
77
  im.setGeometry(sg.geometry);
81
78
 
@@ -60,16 +60,22 @@ export const FP_SHADER_CHUNK_ACCUMULATION = `
60
60
  // we're inside decal volume
61
61
  vec4 light_data_4 = texelFetch(fp_t_light_data, address_to_data_texture_coordinates(light_address+4u), 0);
62
62
 
63
- // compute normal of the decal
64
- vec4 decal_normal = normalize( viewMatrix*decal_transform_matrix*vec4(0.0, 0.0, 1.0, 0.0) );
65
- float decal_surface_dot = dot(decal_normal.xyz, geometry.normal);
63
+ // compute normal of the decal, we get this by extracting rotation matrix and transforming (0,1,0) vector using that
64
+
65
+ mat4 decal_view_transform = viewMatrix*decal_transform_matrix;
66
+
67
+ vec3 decal_normal = normalize(vec3(
68
+ decal_view_transform[1][0], decal_view_transform[1][1], decal_view_transform[1][2]
69
+ ));
70
+
71
+ float decal_surface_dot = dot(decal_normal, geometry.normal);
66
72
 
67
73
  // we fade out decals when the projection angle to the surface gets too steep
68
74
  // 0.7 is cos(45deg) and 0.5 is cos(60deg), dot returns cos of angle between two normals
69
- float decal_surface_angle_fade = smoothstep(-0.5,-0.7,decal_surface_dot);
75
+ float decal_surface_angle_fade = smoothstep(0.7,0.5,decal_surface_dot);
70
76
 
71
77
  if(decal_surface_angle_fade <= 0.0){
72
- continue;
78
+ continue;
73
79
  }
74
80
 
75
81
  vec2 decal_local_uv = (local_position.xy + 0.5);
@@ -81,7 +87,7 @@ export const FP_SHADER_CHUNK_ACCUMULATION = `
81
87
  float decal_alpha = decal_color.a * decal_surface_angle_fade;
82
88
 
83
89
  if(decal_alpha < 0.003){
84
- continue;
90
+ continue;
85
91
  }
86
92
 
87
93
  material.diffuseColor = material.diffuseColor*(1.0-decal_alpha) + decal_color.xyz*decal_alpha;
package/package.json CHANGED
@@ -5,7 +5,7 @@
5
5
  "productName": "Meep",
6
6
  "description": "production-ready JavaScript game engine based on Entity Component System Architecture",
7
7
  "author": "Alexander Goldring",
8
- "version": "2.43.44",
8
+ "version": "2.43.46",
9
9
  "dependencies": {
10
10
  "gl-matrix": "3.4.3",
11
11
  "fast-levenshtein": "2.0.6",