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feat: he start
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@@ -12,6 +12,7 @@ interface ArmorMeshProps extends MeshProps {
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caliber: number;
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spaced?: boolean;
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canRicochet: boolean;
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canSplash: boolean;
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ricochet?: number;
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normalization?: number;
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}
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@@ -24,6 +25,7 @@ export function ArmorMesh({
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caliber,
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canRicochet,
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ricochet,
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canSplash,
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normalization,
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spaced = false,
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...props
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@@ -59,6 +61,7 @@ export function ArmorMesh({
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caliber: { value: caliber },
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spaced: { value: spaced ?? false },
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canRicochet: { value: canRicochet },
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canSplash: { value: canSplash },
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}}
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vertexShader={vertex}
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fragmentShader={opaqueArmor && !spaced ? fragmentOpaque : fragment}
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@@ -8,6 +8,7 @@ uniform float caliber;
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uniform float normalization;
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uniform bool spaced;
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uniform bool canRichochet;
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uniform bool canSplash;
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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@@ -42,9 +43,18 @@ void main() {
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float alpha = (1.0 - penetrationChance) * 0.5;
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if (spaced) {
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csm_FragColor = vec4(0.0, 0.0, 1.0, alpha);
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if (canSplash) {
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if (spaced) {
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csm_FragColor = vec4(1.0, 0.0, 0.0, alpha);
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} else {
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// color taken directly from the game
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csm_FragColor = vec4(1.0, 0.392, 0.0, alpha);
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}
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} else {
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csm_FragColor = vec4(1.0, 0.0, 0.0, alpha);
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if (spaced) {
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csm_FragColor = vec4(0.0, 0.0, 1.0, alpha);
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} else {
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csm_FragColor = vec4(1.0, 0.0, 0.0, alpha);
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}
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}
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}
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@@ -6,6 +6,7 @@ uniform float penetration;
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uniform float ricochet;
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uniform float caliber;
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uniform float normalization;
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uniform bool canRichochet;
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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@@ -16,7 +17,7 @@ void main() {
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float penetrationChance = -1.0;
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bool threeCaliberRule = caliber > 3.0 * thickness;
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if (!threeCaliberRule && angle >= ricochet) {
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if (canRichochet && !threeCaliberRule && angle >= ricochet) {
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// auto ricochet angle and three caliber rule not met
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penetrationChance = 0.0;
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} else {
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