added weighted random item drops based on player needs
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@@ -37,7 +37,7 @@ vec2 rotate_uv(vec2 uv, vec2 pivot, float rotation) {
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uv -= pivot;
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return vec2(
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cosa * uv.x - sina * uv.y,
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cosa * uv.y + sina * uv.x
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cosa * uv.y + sina * uv.x
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) + pivot;
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}
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@@ -47,13 +47,13 @@ vec2 rotate_uv(vec2 uv, vec2 pivot, float rotation) {
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void fragment(){
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vec2 polar_uv = polar_coordinates(rotate_uv(UV, vec2(0.5), floor(fract(TIME) * animation_speed) ) , vec2(0.5), 0.01, line_count);
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vec3 lines = texture(noise, polar_uv).rgb;
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float mask_value = length(UV - vec2(0.5));
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float mask = inv_lerp(mask_size, mask_edge, mask_value);
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float result = 1.0 - (mask * line_density);
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result = smoothstep(result, result + line_faloff, lines.r);
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COLOR.rgb = vec3(line_color.rgb);
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COLOR.a = min(line_color.a, result);
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}
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@@ -39,7 +39,7 @@ void fragment() {
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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NORMAL_MAP = texture(texture_normal,base_uv).rgb;
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NORMAL_MAP_DEPTH = normal_scale;
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}
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