Rebrand as TPSchedule and refine clear liquid glass dock
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@@ -34,8 +34,14 @@ void main() {
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float dispersion = u_strength * rim * 0.65;
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colour.r = texture(u_background, sampleUV(ray + normal * dispersion)).r;
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colour.b = texture(u_background, sampleUV(ray - normal * dispersion)).b;
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float reflection = pow(rim, 4.0) * u_strength * 0.10
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* max(0.0, dot(normal, normalize(vec2(-0.5, -0.8))));
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// The curved rim catches nearby background light as well as transmitting it.
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// Reflection follows live pixels instead of being a painted white outline.
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float facing = max(0.0, dot(normal, normalize(vec2(-0.5, -0.8))));
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float edge_light = pow(rim, 4.0) * u_strength * facing;
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vec4 reflected = texture(u_background,
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sampleUV(point + normal * radius * 0.40));
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colour = mix(colour, reflected, min(edge_light * 0.18, 0.22));
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float reflection = edge_light * 0.07;
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colour.rgb = min(colour.rgb + reflection * colour.a, vec3(colour.a));
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frag_color = colour;
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}
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