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fix: use three js inverse view proj
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@@ -1,6 +1,6 @@
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{
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{
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"name": "blitzkrieg",
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"name": "blitzkrieg",
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"version": "1.18.0",
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"version": "1.18.1",
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"description": "🎉 Tools for everything World of Tanks Blitz",
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"description": "🎉 Tools for everything World of Tanks Blitz",
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"main": "src/server.ts",
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"main": "src/server.ts",
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"type": "module",
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"type": "module",
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@@ -15,13 +15,14 @@ uniform float explosionRadius;
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uniform bool greenPenetration;
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uniform bool greenPenetration;
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uniform bool opaque;
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uniform bool opaque;
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uniform bool useSpacedArmor;
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uniform bool useSpacedArmor;
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uniform mat4 inverseViewProjectionMatrix;
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uniform highp sampler2D spacedArmorBuffer;
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uniform highp sampler2D spacedArmorBuffer;
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uniform highp sampler2D spacedArmorDepth;
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uniform highp sampler2D spacedArmorDepth;
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float depthToDistance(float depth) {
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float depthToDistance(float depth) {
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vec4 clipPosition = vec4(gl_FragCoord.xy / resolution * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
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vec4 clipPosition = vec4(gl_FragCoord.xy / resolution * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
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vec4 eyePosition = inverse(vProjectionMatrix) * clipPosition;
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vec4 eyePosition = inverseViewProjectionMatrix * clipPosition;
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return length(eyePosition.xyz / eyePosition.w);
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return length(eyePosition.xyz / eyePosition.w);
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}
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}
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