No waviness, export directly to assets to decrease codegen time

main
parent 6790de0979
commit 34329bf8ef

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

@ -1,14 +1,7 @@
@echo off
@echo on
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
mkdir gen

@ -105,13 +105,13 @@ uniform vs_params {
};
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 away = normalize(untransformed_world_pos - wobble_world_source);
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;
uv = uv_in;

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