WIP Interplanetary Accelerator animation
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@@ -1091,7 +1091,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
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bar.onlycoredeposit = Only Core Depositing Allowed
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bar.drilltierreq = Better Drill Required
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bar.nobatterypower = Insufficieny Battery Power
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bar.nobatterypower = Insufficient Battery Power
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bar.noresources = Missing Resources
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bar.corereq = Core Base Required
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bar.corefloor = Core Zone Tile Required
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@@ -1100,7 +1100,7 @@ bar.drillspeed = Drill Speed: {0}/s
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bar.pumpspeed = Pump Speed: {0}/s
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bar.efficiency = Efficiency: {0}%
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bar.boost = Boost: +{0}%
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bar.powerbuffer = Battery Power: {0}/{1}
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bar.powerbuffer = Batteries: {0}/{1}
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bar.powerbalance = Power: {0}/s
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bar.powerstored = Stored: {0}/{1}
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bar.poweramount = Power: {0}
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@@ -27,6 +27,10 @@ bool cont(vec2 T, vec2 v){
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id(T + vec2(-step, -step) * v, base) || id(T + vec2(-step, step) * v, base));
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}
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vec4 blend(vec4 dst, vec4 src){
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return src * src.a + dst * (1.0 - src.a);
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}
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void main(){
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vec2 t = v_texCoords.xy;
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@@ -41,11 +45,11 @@ void main(){
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float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
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if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
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gl_FragColor = v_color;
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gl_FragColor = blend(color, v_color);
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}else if(dst > (1.0-u_progress) * (center.x)){
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gl_FragColor = color;
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}else if((dst + 2.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
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gl_FragColor = v_color;
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gl_FragColor = blend(color, v_color);
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}else{
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gl_FragColor = vec4(0.0);
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}
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