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Code and content re-work: advanced OpenGL and advanced lighting.
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@@ -12,9 +12,9 @@ uniform float time;
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vec4 explode(vec4 position, vec3 normal)
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{
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float magnitude = 2.0f;
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vec3 direction = normal * ((sin(time) + 1.0f) / 2.0f) * magnitude;
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return position + vec4(direction, 0.0f);
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float magnitude = 2.0;
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vec3 direction = normal * ((sin(time) + 1.0) / 2.0) * magnitude;
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return position + vec4(direction, 0.0);
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}
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vec3 GetNormal()
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