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fix: scale by PI/2
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@@ -33,17 +33,14 @@ void main() {
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float penetrationChance = -1.0;
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float penetrationChance = -1.0;
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float splashChance = -1.0;
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float splashChance = -1.0;
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vec3 normalizedViewPosition = normalize(vViewPosition);
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float dotProduct = dot(vNormal, -normalizedViewPosition);
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float coreArmorangle = acos(dotProduct);
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vec2 screenCoordinates = gl_FragCoord.xy / resolution;
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vec2 screenCoordinates = gl_FragCoord.xy / resolution;
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vec4 externalModuleMaskColor = texture2D(externalModuleMask, screenCoordinates);
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vec4 externalModuleMaskColor = texture2D(externalModuleMask, screenCoordinates);
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vec4 spacedArmorMaskColor = texture2D(spacedArmorMask, screenCoordinates);
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vec4 spacedArmorMaskColor = texture2D(spacedArmorMask, screenCoordinates);
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bool isUnderExternalModule = externalModuleMaskColor.r == 1.0;
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bool isUnderExternalModule = externalModuleMaskColor.r == 1.0;
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bool isUnderSpacedArmor = spacedArmorMaskColor.a == 1.0;
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bool isUnderSpacedArmor = spacedArmorMaskColor.a == 1.0;
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float spacedArmorAngle = spacedArmorMaskColor.r * PI;
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float spacedArmorAngle = spacedArmorMaskColor.r * (PI / 2.0);
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float coreArmorangle = acos(dot(vNormal, -normalize(vViewPosition)));
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bool coreArmorThreeCalibersRule = caliber > 3.0 * thickness;
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bool coreArmorThreeCalibersRule = caliber > 3.0 * thickness;
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float spacedArmorNominalThickness = spacedArmorMaskColor.g * maxThickness;
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float spacedArmorNominalThickness = spacedArmorMaskColor.g * maxThickness;
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bool spacedArmorThreeCalibersRule = isUnderSpacedArmor && caliber > 3.0 * spacedArmorNominalThickness;
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bool spacedArmorThreeCalibersRule = isUnderSpacedArmor && caliber > 3.0 * spacedArmorNominalThickness;
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@@ -6,10 +6,6 @@ uniform float thickness;
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uniform float maxThickness;
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uniform float maxThickness;
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void main() {
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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float angle = acos(dot(vNormal, -normalize(vViewPosition)));
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vec3 normalizedViewPosition = normalize(vViewPosition);
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float dotProduct = dot(normalizedNormal, -normalizedViewPosition);
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float angle = acos(dotProduct);
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gl_FragColor = vec4(angle / (PI / 2.0), thickness / maxThickness, 0.0, 1.0);
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gl_FragColor = vec4(angle / (PI / 2.0), thickness / maxThickness, 0.0, 1.0);
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}
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}
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