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Minor colour tweak
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@ -54,7 +54,7 @@ vec3 apply_point_glow(vec3 wpos, vec3 dir, float max_dist, vec3 color) {
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}
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#endif
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// Apply lightning
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apply_point_glow_light(Light(last_lightning.xyzw + vec4(0, 0, LIGHTNING_HEIGHT, 0), vec4(vec3(0.5, 0.8, 1) * lightning_intensity() * 0.003, 1)), wpos, dir, max_dist, color);
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apply_point_glow_light(Light(last_lightning.xyzw + vec4(0, 0, LIGHTNING_HEIGHT, 0), vec4(vec3(0.2, 0.4, 1) * lightning_intensity() * 0.003, 1)), wpos, dir, max_dist, color);
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return color;
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}
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@ -606,11 +606,11 @@ void main() {
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f_reflect = 0.0;
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perp_axis = normalize(cross(inst_dir, vec3(0.0, 0.0, 1.0)));
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float z = inst_dir.z * (percent() - 1.0);
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vec3 start_off = vec3(abs(fract(vec3(vec2(z) * vec2(0.015, 0.01), 0)) - 0.5) * z * 0.35);
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vec3 start_off = vec3(abs(fract(vec3(vec2(z) * vec2(0.015, 0.01), 0)) - 0.5) * z * 0.4);
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attr = Attr(
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inst_dir * percent() + start_off,
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vec3(max(3.0, 0.05 * length(start_pos + inst_dir * percent()))),
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vec4(10.0, 30.0, 50.0, 1.0),// * (1.0 - length(inst_dir) * 0.1),
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vec4(10.0, 20.0, 50.0, 1.0),// * (1.0 - length(inst_dir) * 0.1),
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identity()//spin_in_axis(perp_axis, asin(inst_dir.z / length(inst_dir)) + PI / 2.0)
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);
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break;
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