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@@ -525,7 +525,7 @@
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vec3 pos = tmpPos.xyz;
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vec3 pos = tmpPos.xyz;
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vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);
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vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);
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- vec3 aniPos = texture2D( textureAnimation, vec2( reference.z, mod( ( time + seeds.x ) * ( ( 0.0004 + seeds.y / 10000.0) + normalize( velocity ) / 20000.0 ), reference.w ) ) ).xyz;
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+ vec3 aniPos = texture2D( textureAnimation, vec2( reference.z, mod( time + ( seeds.x ) * ( ( 0.0004 + seeds.y / 10000.0) + normalize( velocity ) / 20000.0 ), reference.w ) ) ).xyz;
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vec3 newPosition = position;
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vec3 newPosition = position;
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newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );
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newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );
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@@ -649,7 +649,7 @@
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positionUniforms[ "delta" ].value = delta;
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positionUniforms[ "delta" ].value = delta;
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velocityUniforms[ "time" ].value = now;
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velocityUniforms[ "time" ].value = now;
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velocityUniforms[ "delta" ].value = delta;
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velocityUniforms[ "delta" ].value = delta;
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- if ( materialShader ) materialShader.uniforms[ "time" ].value = now;
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+ if ( materialShader ) materialShader.uniforms[ "time" ].value = now / 1000;
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if ( materialShader ) materialShader.uniforms[ "delta" ].value = delta;
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if ( materialShader ) materialShader.uniforms[ "delta" ].value = delta;
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velocityUniforms[ "predator" ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
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velocityUniforms[ "predator" ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
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