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@@ -1,6 +1,5 @@
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/**
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* @author mikael emtinger / http://gomo.se/
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- *
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*/
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THREE.ShaderFlares = {
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@@ -31,20 +30,20 @@ THREE.ShaderFlares = {
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"if( renderType == 2 ) {",
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- "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
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- "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
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- "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
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- "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
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- "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
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- "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
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- "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
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- "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
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- "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
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-
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- "vVisibility = ( visibility.r / 9.0 ) *",
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- "( 1.0 - visibility.g / 9.0 ) *",
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- "( visibility.b / 9.0 ) *",
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- "( 1.0 - visibility.a / 9.0 );",
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+ "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
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+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
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+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
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+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
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+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
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+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
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+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
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+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
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+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
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+
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+ "vVisibility = visibility.r / 9.0;",
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+ "vVisibility *= 1.0 - visibility.g / 9.0;",
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+ "vVisibility *= visibility.b / 9.0;",
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+ "vVisibility *= 1.0 - visibility.a / 9.0;",
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"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
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"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
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@@ -164,11 +163,10 @@ THREE.ShaderFlares = {
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"} else {",
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- "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
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- "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
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- "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
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- "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
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-
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+ "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
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+ "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
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+ "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
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+ "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
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"visibility = ( 1.0 - visibility / 4.0 );",
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"vec4 texture = texture2D( map, vUV );",
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