@@ -284,6 +284,8 @@ export function envGroundFrag(){
284284 vec3 snCd = texture2D(smoothNoiseTexture,nUv).rgb;
285285 vec3 snCdFit = texture2D(smoothNoiseTexture,nUv).rgb*2.0-1.0;
286286
287+ float glowInf = vCd.g*vCd.g*vCd.g;
288+
287289
288290 // -- -- -- -- -- -- -- --
289291 // -- Normal Map Calc - -- --
@@ -313,17 +315,16 @@ export function envGroundFrag(){
313315 float facingDown = dot( normalize( nMap ), vec3(0.0,1.0,0.0) ) *.45 +.55;
314316 facingDown = clamp( (facingDown*facingDown)*1.4, 0.0, 1.0 );
315317
316- //lights = mix( vec3(0.0), lights*facingDown, max( 0.0, nCd*vCd.g *.75 + vCd.r*.5 ) );
318+ //lights = mix( vec3(0.0), lights*facingDown, max( 0.0, nCd*glowInf *.75 + vCd.r*.5 ) );
317319
318320 // Add blue lighting around some of the crystals
319321 crystalGlow *= (nCd);
320322 lights = (lights + vec3( 0.4038, 0.643, 0.779 ) * (crystalGlow * nCd )) * 1.5;
321323
322- float scalar = sin( plantGrowth*2. + time.x*1.5 + vPos.z*.2 + vPos.x*.2 - vPos.y*.2 + snCd.x*2. + snCd.y*4. + snCd.z*5. )+1.0;
323- scalar = cos( scalar*2. - time.x*.3 + vPos.y*2. + snCd.x + snCd.y + snCd.z )*0.5 + scalar;
324- scalar = clamp( (scalar*scalar*snCd.r+.5) * plantGrowth * 2. * vCd.y* vCd.y , 0.0, 1.0);
324+ float scalar = sin( plantGrowth*2. + time.x*1.5 + vPos.z*.2 + vPos.x*.2 - vPos.y*.2*glowInf + snCd.x*2. + snCd.y*4. + snCd.z*5. )+1.0;
325+ scalar = cos( scalar*2. - time.x*.3 + vPos.y*glowInf + snCd.x + snCd.y + snCd.z )*0.5 + scalar;
326+ scalar = clamp( (scalar*scalar*snCd.r+.5) * plantGrowth * 2. * glowInf , 0.0, 1.0);
325327 Cd.rgb += vec3( 0.4038, 0.643, 0.779 ) * ( (depthFade*.85)* scalar) ;
326- //Cd.rgb = vec3( scalar ) ;
327328
328329 gl_FragColor=Cd;
329330 }` ;
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