Tweak: projection screen pixels are opaque
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0e9deaa161
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@ -55,10 +55,7 @@ void main() {
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float mask = 1.0 - smoothstep(0.35 - edgeSoftness, 0.45 + edgeSoftness, dist);
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mask = mix(mask, 1.0, blurFactor);
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float brightness = max(color.r, max(color.g, color.b));
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float contentAlpha = smoothstep(0.05, 0.15, brightness);
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gl_FragColor = vec4(color.rgb, contentAlpha * mask * u_opacity);
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gl_FragColor = vec4(color.rgb, mask);
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}
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`;
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@ -101,9 +98,7 @@ void main() {
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float hue = fract(u_time * 0.1 + d * 0.2);
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float val = 0.5 + 0.5 * sin(wave + beatWave);
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float contentAlpha = smoothstep(0.1, 0.3, val);
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gl_FragColor = vec4(hsv2rgb(vec3(hue, 0.8, val)), contentAlpha * mask * u_opacity);
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gl_FragColor = vec4(hsv2rgb(vec3(hue, 0.8, val)), mask);
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}
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`;
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@ -175,8 +170,8 @@ export class ProjectionScreen extends SceneFeature {
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this.screens.push({ mesh, originalPositions: sideGeometry.attributes.position.clone(), resolution: new THREE.Vector2(resX, resY) });
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};
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createSideScreen(-9.5, 3.5, -16.6, 0.4, 100); // Left (Lower resolution)
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createSideScreen(9.5, 3.5, -16.5, -0.4, 100); // Right (Lower resolution)
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createSideScreen(-11, 4.0, -15.6, 0.4, 100); // Left (Lower resolution)
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createSideScreen(11, 4.0, -15.5, -0.4, 100); // Right (Lower resolution)
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state.tvScreen = this.mesh;
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this.setAllVisible(false);
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