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feat: removed spaced armor visuals
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8 files changed
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@@ -14,7 +14,6 @@ import vertexShader from './shaders/vertex.glsl';
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interface ArmorMeshProps extends MeshProps {
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duel: Duel;
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isSpaced: boolean;
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isExternalModule?: boolean;
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thickness: number;
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maxExternalModuleThickness: number;
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@@ -22,7 +21,6 @@ interface ArmorMeshProps extends MeshProps {
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}
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export function ArmorMesh({
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isSpaced,
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isExternalModule = false,
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thickness,
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maxExternalModuleThickness,
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@@ -54,11 +52,9 @@ export function ArmorMesh({
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return (
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<>
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{!isSpaced && (
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<mesh {...props} renderOrder={0}>
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<meshBasicMaterial colorWrite={false} />
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</mesh>
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)}
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<mesh {...props} renderOrder={0}>
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<meshBasicMaterial colorWrite={false} />
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</mesh>
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<mesh {...props} renderOrder={1}>
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<ThreeCustomShaderMaterial
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@@ -79,7 +75,6 @@ export function ArmorMesh({
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zFar: { value: camera.far },
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maxExternalModuleThickness: { value: maxExternalModuleThickness },
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maxSpacedArmorThickness: { value: maxSpacedArmorThickness },
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isSpaced: { value: isSpaced },
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isExplosive: { value: isExplosive(shell.type) },
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canSplash: { value: canSplash(shell.type) },
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isExternalModule: { value: isExternalModule },
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@@ -1,7 +1,6 @@
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varying vec3 vCSMViewPosition;
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uniform bool isExplosive;
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uniform bool canSplash;
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uniform bool isSpaced;
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uniform bool isExternalModule;
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uniform float thickness;
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uniform float penetration;
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@@ -102,9 +101,5 @@ void main() {
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}
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}
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if (isSpaced) {
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csm_FragColor = vec4(1.0, 0.0, 1.0, (1.0 - penetrationChance) * 0.5);
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} else {
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csm_FragColor = vec4(1.0, splashChance * 0.392, 0.0, (1.0 - penetrationChance) * 0.5);
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}
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csm_FragColor = vec4(1.0, splashChance * 0.392, 0.0, (1.0 - penetrationChance) * 0.5);
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}
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