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feat: opaque he
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@@ -7,6 +7,7 @@ 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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uniform bool canSplash;
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void main() {
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vec3 normalizedNormal = normalize(vNormal);
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@@ -39,12 +40,23 @@ void main() {
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}
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}
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float h = penetrationChance / PI;
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float s = 1.0;
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float v = 1.0;
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(h + K.xyz) * 6.0 - K.www);
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vec3 rgb = v * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), s);
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if (canSplash) {
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float h = mix(20.0 / 360.0, 1.0 / PI, penetrationChance);
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float s = 1.0;
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float v = 1.0;
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(h + K.xyz) * 6.0 - K.www);
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vec3 rgb = v * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), s);
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csm_DiffuseColor = vec4(rgb, 1.0);
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csm_DiffuseColor = vec4(rgb, 1.0);
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} else {
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float h = mix(0.0, 1.0 / PI, penetrationChance);
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float s = 1.0;
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float v = 1.0;
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(h + K.xyz) * 6.0 - K.www);
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vec3 rgb = v * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), s);
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csm_DiffuseColor = vec4(rgb, 1.0);
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}
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}
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