No waviness, export directly to assets to decrease codegen time

main
Cameron Murphy Reikes 12 months ago
parent 6790de0979
commit 34329bf8ef

@ -10,7 +10,7 @@ C = bpy.context
D = bpy.data D = bpy.data
LEVEL_EXPORT_NAME = "level" LEVEL_EXPORT_NAME = "level"
EXPORT_DIRECTORY = "exported" EXPORT_DIRECTORY = "../assets/exported_3d/exported"
print("\n\nLet's get it started") print("\n\nLet's get it started")

@ -1,14 +1,7 @@
@echo off @echo on
echo Running codegen... echo Running codegen...
rmdir /S /q assets\copyrighted
rmdir /S /q "assets\exported_3d"
mkdir "assets\exported_3d" || goto :error
copy "art\exported\*" "assets\exported_3d\" || goto :error
copy "art\gigatexture.png" "assets\exported_3d\gigatexture.png" || goto :error
rmdir /S /q gen rmdir /S /q gen
mkdir gen mkdir gen

@ -105,13 +105,13 @@ uniform vs_params {
}; };
void main() { void main() {
vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 5.0 + pos_in.y * 9.0 + time*1.9)*0.045, pos_in.z); //vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 5.0 + pos_in.y * 9.0 + time*1.9)*0.045, pos_in.z);
vec3 untransformed_world_pos = (model * vec4(pos_in, 1.0)).xyz; vec3 untransformed_world_pos = (model * vec4(pos_in, 1.0)).xyz;
vec3 away = normalize(untransformed_world_pos - wobble_world_source); vec3 away = normalize(untransformed_world_pos - wobble_world_source);
float t = time + seed; float t = time + seed;
//vec3 transformed_pos = pos_in + away * sin(t*20.0 + pos_in.y*3.0) * pos_in.y*0.25 * wobble_factor * 0.0; vec3 transformed_pos = pos_in + away * sin(t*20.0 + pos_in.y*3.0) * pos_in.y*0.25 * wobble_factor * 0.0;
pos = transformed_pos; pos = transformed_pos;
uv = uv_in; uv = uv_in;

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