Made flickering dependent of the wind power.
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@ -4,6 +4,7 @@ uniform mat4 modelViewProjectionMatrix;
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uniform float time;
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uniform bool bottom;
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uniform bool left;
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uniform vec2 skew;
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layout(points) in;
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layout(triangle_strip, max_vertices = 146) out;
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@ -18,18 +19,22 @@ const float cos_p2_1 = 2.0;
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const float ex_p1_1 = -0.193;
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const float ex_p2_1 = 2.9426;
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const float begin_1 = -0.8;
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const float end_1 = 1.5;
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const float end_1 = 2;
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const float transition_point_2 = 0.600598;
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const float cos_p1_2 = 0.3;
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const float cos_p2_2 = 1.7;
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const float ex_p1_2 = -0.19;
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const float ex_p2_2 = 2.762;
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const float transition_point_2 = 0.549778;
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const float cos_p1_2 = 0.5;
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const float cos_p2_2 = 2.0;
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const float ex_p1_2 = 0.677;
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const float ex_p2_2 = 3.9314;
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const float begin_2 = -0.8;
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const float end_2 = 2;
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const float end_2 = 1.3;
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float flickerFunction() {
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return pow(sin(20.0*time + gl_in[0].gl_Position.x*gl_in[0].gl_Position.z), 2);
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float windPower = length(skew);
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if (windPower < 0.8) {
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windPower += 0.2;
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}
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return windPower * pow(sin((20.0/(windPower))*time + gl_in[0].gl_Position.x*gl_in[0].gl_Position.z), 2) + (1-windPower);
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}
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float radiusFunction(float x) {
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@ -67,7 +67,11 @@ vec2 poissonDisk[16] = vec2[](
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);
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float flickerFunction(int index) {
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return 0.7*pow(sin(20.0*time + lightSources[index].x*lightSources[index].z), 2) + 0.3;
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float windPower = length(movement);
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if (windPower < 0.8) {
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windPower += 0.2;
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}
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return windPower * pow(sin((20.0/(windPower))*time + lightSources[index].x*lightSources[index].z), 2) + (1-windPower);
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}
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vec4 fogColor(float dot) {
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