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Flowers blending more into rocks
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17454fdb01
commit
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2 changed files with 10 additions and 15 deletions
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@ -73,9 +73,10 @@ void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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}
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// simulate ambient occlusion
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vec3 rgbColor =hsl2rgb(iHSLColor);
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float brightness = pow(radius, 0.8);
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vec3 hslColor = iHSLColor + (abs(angle) * 0.02);
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hslColor.z = 0.15 + pow(radius, 2.);
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vec3 rgbColor = hsl2rgb(hslColor);
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fragColor = vec4(rgbColor, 1.0);
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}
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@ -39,11 +39,11 @@
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_this.flowerHSLColors = [{
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hue: 19 / 360,
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saturation: 0.92,
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light: 0.41
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light: 0.31
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}, {
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hue: 161 / 360,
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saturation: 0.28,
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light: 0.72
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light: 0.62
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}];
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};
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@ -77,14 +77,9 @@
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// Reduces flower overlap
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return;
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}
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// var xzGrowthRate = randFloat(0.00005, 0.00015);
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var xzGrowthRate = randFloat(0.0005, 0.0015);
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// var growthRate = {x: xzGrowthRate, y: randFloat(0.001, 0.0025, z: xzGrowthRate)};
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var growthRate = {
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x: xzGrowthRate,
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y: randFloat(0.01, 0.025),
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z: xzGrowthRate
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};
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var xzGrowthRate = randFloat(0.00008, 0.00018);
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var growthRate = {x: xzGrowthRate, y: randFloat(0.001, 0.0035), z: xzGrowthRate};
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var flower = {
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dimensions: {
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x: _this.STARTING_FLOWER_DIMENSIONS.x,
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@ -93,8 +88,7 @@
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},
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startingPosition: position,
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rotation: Quat.rotationBetween(Vec3.UNIT_Y, surfaceNormal),
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// maxYDimension: randFloat(0.4, 1.0),
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maxYDimension: randFloat(4, 10.0),
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maxYDimension: randFloat(0.5, 1.3),
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// startingHSLColor: {
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// hue: 80 / 360,
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// saturation: 0.47,
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