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SaltFlats Terraces updated and shader fixes
The Salt Flats Environment got a much needed facelift. Environment geo updated, texturing, uving, crystal shrub, shaders, and lighting.
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-421
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Build/pxlNav.min.js

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Build/pxlRooms/CampfireEnvironment/CampfireEnvironment.js

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Build/pxlRooms/SaltFlatsEnvironment/SaltFlatsEnvironment.js

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Public/index.htm

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@@ -35,7 +35,7 @@
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<div id="procStackGitParent" class="procStackGitParentStyle">
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<div id="gitPagesNavBlock" pages-default-class="gitPageNav_defaultStyle" class="gitPageNavBlockStyle gitPageNav_defaultStyle">
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<div id="gitPageNavHeader" class="gitPageNavHeaderStyle gpnhScreenMedia">
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<span class="squashInLowRes">_</span>ProcStack<span class="squashInLowRes">_</span>
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<span class="squashInLowRes">_ProcStack_</span>
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</div>
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<div id="gitPageNav" class="gitPageNavStyle">
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<a class="pageLinkStyle" pxlRoomName="CampfireEnvironment" pxlCameraView="init" pageName="Init" alt="Link to Init...">Init.</a>
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<br><br>The background of this page is running '<span class="textNudge">pxlNav</span>',
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<br>Javascript package to extend Three.js to make it more interactive / game like.
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<br>Originally made for a virtual event space called "Antibody Club" [defunct] during 2020 Covid lockdowns.
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<br>Originally made for a virtual event space named "Antibody Club" [defunct] during 2020 Covid lockdowns.
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<br><br><span class="textNudge">pxlNav</span> is a player controller + rendering set-up that brings more interactive functionality to Three.js.
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<br>It's basically a wrapper for Three.js, using Three.js's renderer, character rig + animation features, to create something like a game engine... I guess.

Public/style/gitPage_mainStyle.css

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/* -- -- -- -- -- -- -- -- -- -- -- -- */
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Source/js/pxlNav/core/FileIO.js

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let chList = []
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ch.forEach( (c,x)=>{
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this.checkForUserData( envObj, envScene, c );
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if( textureList.hasOwnProperty( c.name ) ){
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let curMap = null;
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if( c.material.map ){
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curMap = c.material.map;
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}
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c.material= textureList[ c.name ];
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if( curMap ){
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if( c.material.uniforms.hasOwnProperty("diffuse") ){
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c.material.uniforms.diffuse.value = curMap;
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}
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if( c.material.hasOwnProperty("emissiveMap") ){
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c.material.emissiveMap=curMap;
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if( c.material.emissive.r>0 ){
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c.material.emissiveIntensity=c.material.emissive.r;
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}
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}
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}
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c.matrixAutoUpdate=false;
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}
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envObj.baseInstancesNames.push( c );
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envObj.baseInstancesList[c.name]=c;
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});
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envObj.geoList['lights'].push( c );
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c.matrixAutoUpdate=false;
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envScene.add(c);
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envScene.add( c );
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}
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}
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}

Source/pxlRooms/CampfireEnvironment/CampfireEnvironment.js

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if(curMesh){
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let curMtl = curMesh.material;
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curMtl.side = THREE.DoubleSide;
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let vert = curMtl.vertexShader;
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let frag = curMtl.fragmentShader;
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let newSkinnedMtl = this.setSkinnedMaterial( curMesh, rabbitDruidVert(), rabbitDruidFrag() );
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this.textureList[ "RabbitDruidA" ] = newSkinnedMtl;
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}

Source/pxlRooms/CampfireEnvironment/Shaders.js

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// -- -- -- -- -- -- -- -- -- -- --
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// -- -- -- -- -- -- -- -- -- -- --
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// -- -- -- -- -- -- -- -- -- -- --
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