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						7c1f85e03f
	
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						0e6183011e
	
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										2
									
								
								engine
									
									
									
									
									
								
							
							
								
								
								
								
								
							
						
						
									
										2
									
								
								engine
									
									
									
									
									
								
							 Submodule engine updated: ddb9b0598f...eaff99a5b6
									
								
							
							
								
								
									
										69
									
								
								game/game.py
									
									
									
									
									
								
							
							
						
						
									
										69
									
								
								game/game.py
									
									
									
									
									
								
							@ -71,13 +71,13 @@ def main():
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    tiles_texture = archive.get_texture('tiles')
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					    tiles_texture = archive.get_texture('tiles')
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    tiles_sampler = resolve_input(terrain_shader, b'u_texture_sampler')
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					    tiles_sampler = resolve_input(terrain_shader, b'u_texture_sampler')
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    tiles_vertices = archive.get_vertices('tiles')
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					    tiles_vertices = archive.get_vertices('tiles')
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    water = archive.get_model('water')
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					    water_model = archive.get_model('water')
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    sand = archive.get_model('sand')
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					    sand_model = archive.get_model('sand')
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    grass = archive.get_model('grass')
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					    grass_model = archive.get_model('grass')
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    forest = archive.get_model('forest')
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					    forest_model = archive.get_model('forest')
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    rock = archive.get_model('rock')
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					    rock_model = archive.get_model('rock')
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    mud = archive.get_model('mud')
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					    mud_model = archive.get_model('mud')
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    lava = archive.get_model('lava')
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					    lava_model = archive.get_model('lava')
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    terrain_batch = batch.Batch(tiles_vertices, generated.size ** 2, params_format(PARAM_FORMAT_VEC3_SHORT))
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					    terrain_batch = batch.Batch(tiles_vertices, generated.size ** 2, params_format(PARAM_FORMAT_VEC3_SHORT))
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    #TODO: generator & for real
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					    #TODO: generator & for real
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@ -90,42 +90,40 @@ def main():
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        if h == 0.0:
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					        if h == 0.0:
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            continue
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					            continue
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        if r > 0.0:
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					        if r > 0.0:
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            model = water
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					            model = water_model
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        elif h < 2.0:
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					        elif h < 2.0:
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            model = sand
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					            model = sand_model
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        elif h < 180:
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					        elif h < 180:
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            if nz > 0.9:
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					            if nz > 0.9:
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                if ny < -0.01 and nz > 0.93:
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					                if ny < -0.01 and nz > 0.93:
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                    model = forest
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					                    model = forest_model
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                else:
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					                else:
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                    model = grass
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					                    model = grass_model
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            else:
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					            else:
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                model = rock
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					                model = rock_model
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        elif vd < vr - 3.0 and nz > 0.999:
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					        elif vd < vr - 3.0 and nz > 0.999:
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            model = lava
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					            model = lava_model
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        elif vd < vr + 2.0:
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					        elif vd < vr + 2.0:
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            model = mud
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					            model = mud_model
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        elif vd < vr + 6.0 and nz < 0.67:
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					        elif vd < vr + 6.0 and nz < 0.67:
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            model = mud
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					            model = mud_model
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        else:
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					        else:
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            model = rock
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					            model = rock_model
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        model.spawn(terrain_batch, (float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
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					        model.spawn(terrain_batch, (float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
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    tests_texture = archive.get_texture('tests')
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					    tests_texture = archive.get_texture('tests')
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    tests_sampler = resolve_input(tests_shader, b'u_texture_sampler')
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					    tests_sampler = resolve_input(tests_shader, b'u_texture_sampler')
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    tests_vertices = archive.get_vertices('tests')
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					    tests_vertices = archive.get_vertices('tests')
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    blob = archive.get_model('blob')
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					    blob_model = archive.get_model('blob')
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    cube = archive.get_model('cube')
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					    cube_model = archive.get_model('cube')
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    clouds = archive.get_model('clouds')
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					    clouds_model = archive.get_model('clouds')
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    tests_batch = batch.Batch(tests_vertices, 3,
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					    tests_batch = batch.Batch(tests_vertices, 3,
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        params_format(PARAM_FORMAT_VEC3_FLOAT, PARAM_FORMAT_VEC3_INT10 | PARAM_FORMAT_NORMALIZE))
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					        params_format(PARAM_FORMAT_VEC3_FLOAT, PARAM_FORMAT_VEC3_INT10 | PARAM_FORMAT_NORMALIZE))
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    blob_translation = vec3((-100.0, -500.0, 0.0))
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					    blob_spawn_translation = vec3((-100.0, -500.0, 0.0))
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    cube_translation = vec3((100.0, -500.0, 0.0))
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					    cube_spawn_translation = vec3((100.0, -500.0, 0.0))
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    cube_orientation = vec3(vec3_forward)
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					    blob_id = blob_model.spawn(tests_batch, blob_spawn_translation, vec3_forward)
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    clouds_orientation = vec3(vec3_forward)
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					    cube_id = cube_model.spawn(tests_batch, cube_spawn_translation, vec3_forward)
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    blob_id = blob.spawn(tests_batch, blob_translation, vec3_forward)
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					    clouds_id = clouds_model.spawn(tests_batch, (0.0, 0.0, 32.0), vec3_forward)
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    cube_id = cube.spawn(tests_batch, cube_translation, cube_orientation)
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    clouds_id = clouds.spawn(tests_batch, (0.0, 0.0, 32.0), clouds_orientation)
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    sea_phase = resolve_input(sky_shader, b'u_sea_phase')
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					    sea_phase = resolve_input(sky_shader, b'u_sea_phase')
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    sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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					    sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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@ -145,7 +143,8 @@ def main():
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    tests_environment_inputs = environment.resolve_inputs(tests_shader)
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					    tests_environment_inputs = environment.resolve_inputs(tests_shader)
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    sky_environment_inputs = environment.resolve_inputs(sky_shader)
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					    sky_environment_inputs = environment.resolve_inputs(sky_shader)
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    up = vec3(vec3_up)
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					    _forward = vec3(vec3_forward)
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					    _up = vec3(vec3_up)
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    _rotation = mat3()
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					    _rotation = mat3()
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    _origin = vec3()
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					    _origin = vec3()
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    _lookat = vec3()
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					    _lookat = vec3()
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@ -171,20 +170,20 @@ def main():
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            begin_frame()
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					            begin_frame()
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            frame_begin = time.thread_time()
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					            frame_begin = time.thread_time()
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            mat3_rotation(_rotation, up, (current_time * 0.21) % tau)
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					            mat3_rotation(_rotation, _up, (current_time * 0.21) % tau)
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            mat3_mul_vec3(_blob_translation, _rotation, blob_translation)
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					            mat3_mul_vec3(_blob_translation, _rotation, blob_spawn_translation)
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            tests_batch.set_param(0, blob_id, _blob_translation)
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					            tests_batch.set_param(0, blob_id, _blob_translation)
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            tests_batch.set_param(1, blob_id, vec3(math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))))
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					            tests_batch.set_param(1, blob_id, vec3(math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))))
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            mat3_mul_vec3(_cube_translation, _rotation, cube_translation)
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					            mat3_mul_vec3(_cube_translation, _rotation, cube_spawn_translation)
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            tests_batch.set_param(0, cube_id, _cube_translation)
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					            tests_batch.set_param(0, cube_id, _cube_translation)
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            mat3_rotation(_rotation, up, (current_time * 0.43) % tau)
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					            mat3_rotation(_rotation, _up, (current_time * 0.43) % tau)
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            mat3_mul_vec3(_cube_orientation, _rotation, cube_orientation)
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					            mat3_mul_vec3(_cube_orientation, _rotation, _forward)
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            tests_batch.set_param(1, cube_id, _cube_orientation)
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					            tests_batch.set_param(1, cube_id, _cube_orientation)
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            mat3_rotation(_rotation, up, (current_time * -0.037) % tau)
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					            mat3_rotation(_rotation, _up, (current_time * -0.037) % tau)
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            mat3_mul_vec3(_clouds_orientation, _rotation, clouds_orientation)
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					            mat3_mul_vec3(_clouds_orientation, _rotation, _forward)
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            tests_batch.set_param(1, clouds_id, _clouds_orientation)
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					            tests_batch.set_param(1, clouds_id, _clouds_orientation)
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            mat3_rotation(_rotation, up, (current_time * 0.05) % tau)
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					            mat3_rotation(_rotation, _up, (current_time * 0.05) % tau)
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            mat3_mul_vec3(_origin, _rotation, vec3(camera_origin))
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					            mat3_mul_vec3(_origin, _rotation, vec3(camera_origin))
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            mat3_mul_vec3(_lookat, _rotation, vec3(camera_lookat))
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					            mat3_mul_vec3(_lookat, _rotation, vec3(camera_lookat))
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            camera.set_view(_origin, _lookat)
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					            camera.set_view(_origin, _lookat)
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