Merge branch 'master' into master
@@ -876,9 +876,11 @@ liquid.water.name = Water
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liquid.slag.name = Slag
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liquid.oil.name = Oil
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liquid.cryofluid.name = Cryofluid
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item.explosiveness = [lightgray]Explosiveness: {0}%
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item.flammability = [lightgray]Flammability: {0}%
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item.radioactivity = [lightgray]Radioactivity: {0}%
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unit.health = [lightgray]Health: {0}
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unit.speed = [lightgray]Speed: {0}
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unit.weapon = [lightgray]Weapon: {0}
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@@ -914,6 +916,8 @@ unit.mega.name = Mega
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unit.risso.name = Risso
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unit.minke.name = Minke
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unit.bryde.name = Bryde
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unit.sei.name = Sei
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unit.omura.name = Omura
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unit.alpha.name = Alpha
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unit.beta.name = Beta
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unit.gamma.name = Gamma
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@@ -979,6 +983,7 @@ block.dune-wall.name = Dune Wall
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block.pine.name = Pine
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block.dirt.name = Dirt
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block.dirt-wall.name = Dirt Wall
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block.mud.name = Mud
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block.white-tree-dead.name = White Tree Dead
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block.white-tree.name = White Tree
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block.spore-cluster.name = Spore Cluster
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@@ -803,7 +803,7 @@ rules.title.unit = 유닛
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rules.title.experimental = 실험적인 기능
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rules.title.environment = 환경
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rules.lighting = 조명
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rules.ambientlight = 주변 조명
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rules.ambientlight = 자연 조명
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rules.solarpowermultiplier = 태양광 발전 배수
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content.item.name = 자원
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@@ -856,11 +856,12 @@ unit.crawler.name = 크롤러
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unit.atrax.name = 아트락스
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unit.spiroct.name = 스피록트
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unit.arkyid.name = 아키드
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unit.flare.name = 화염
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unit.horizon.name = 수평선
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unit.zenith.name = 천정
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unit.antumbra.name = 그림자
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unit.eclipse.name = 일식
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unit.toxipod.name = 독소포드
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unit.flare.name = 플레어
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unit.horizon.name = 호라이즌
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unit.zenith.name = 제니스
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unit.antumbra.name = 안텀브라
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unit.eclipse.name = 이클립스
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unit.mono.name = 모노
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unit.poly.name = 폴리
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unit.mega.name = 메가
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@@ -91,3 +91,4 @@ GioIacca9
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SnakkiZXZ
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sk7725
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The Slaylord
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ThePlayerA
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@@ -311,3 +311,6 @@
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63433=dacite-wall|block-dacite-wall-medium
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63432=dacite-boulder|block-dacite-boulder-medium
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63431=large-logic-display|block-large-logic-display-medium
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63430=omura|unit-omura-medium
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63429=mud|block-mud-medium
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63428=sei|unit-sei-medium
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@@ -0,0 +1,29 @@
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#define HIGHP
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#define NSCALE 180.0 / 2.0
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uniform sampler2D u_texture;
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uniform sampler2D u_noise;
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uniform vec2 u_campos;
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uniform vec2 u_resolution;
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uniform float u_time;
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varying vec2 v_texCoords;
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void main(){
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vec2 c = v_texCoords.xy;
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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float btime = u_time / 8000000.0;
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float noise = sin((texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(abs(sin(btime)) * 1.1) * vec2(-0.8, -1.0)).r) / 2.0);
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vec4 color = texture2D(u_texture, c);
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if(noise > 0.54 && noise < 0.68){
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color.rgb *= 1.4;
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}else if(!(noise > 0.40 && noise < 0.54)){
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color.rgb *= 1.2;
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}
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gl_FragColor = color;
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}
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