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@@ -372,6 +372,17 @@ export class LobbyEnvManager extends WorldEnvManager {
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this.engine.sr.updateMesh([worldRingH, ...worldRingH.getChildMeshes(), worldRingM, ...worldRingM.getChildMeshes()], false);
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}, 100);
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const sphere = this.meshes.find(m => m.name.includes('__DOME__'));
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const texture = new BABYLON.CustomProceduralTexture('texture', '/client-assets/world/envs/lobby/shaders/bg', 4096, this.engine.scene);
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texture.hasAlpha = true;
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texture.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
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texture.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
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sphere.material = new BABYLON.StandardMaterial('sphereMat', this.engine.scene);
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(sphere.material as BABYLON.StandardMaterial).diffuseTexture = texture;
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(sphere.material as BABYLON.StandardMaterial).emissiveColor = new BABYLON.Color3(1, 1, 1);
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(sphere.material as BABYLON.StandardMaterial).disableLighting = true;
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(sphere.material as BABYLON.StandardMaterial).useAlphaFromDiffuseTexture = true;
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const screenMeshes = this.meshes.filter(m => m.name.includes('__SCREEN__'));
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const screenMaterial = screenMeshes[0].material as BABYLON.PBRMaterial;
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@@ -0,0 +1,8 @@
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{
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"animate": true,
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"refreshrate": 1,
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"uniforms": [
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],
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"sampler2Ds": [
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]
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}
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@@ -0,0 +1,92 @@
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precision highp float;
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// render polka dot background with alpha channel
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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float snoise(vec3 v){
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0. + 0.0 * C
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vec3 x1 = x0 - i1 + 1.0 * C.xxx;
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vec3 x2 = x0 - i2 + 2.0 * C.xxx;
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vec3 x3 = x0 - 1. + 3.0 * C.xxx;
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// Permutations
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i = mod(i, 289.0 );
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients
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// ( N*N points uniformly over a square, mapped onto an octahedron.)
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float n_ = 1.0/7.0; // N=7
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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uniform float time;
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void main(void) {
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vec2 uv = gl_FragCoord.xy / vec2(4096.0, 4096.0);
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float noise = snoise(vec3(uv.x * 3.0, uv.y * 3.0, time * 0.05));
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float radius = 0.001;
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float spacing = 0.01;
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float x = mod(uv.x, spacing);
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float y = mod(uv.y, spacing);
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float dist = sqrt((x - spacing / 2.0) * (x - spacing / 2.0) + (y - spacing / 2.0) * (y - spacing / 2.0));
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if (dist < radius) {
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gl_FragColor = vec4(1.0, 1.0, 1.0, max(0.0, noise - 0.5) * 2.0);
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} else {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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}
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