Tweak: Synthwave run car
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@ -111,16 +111,28 @@ void main() {
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}
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}
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// 4. Car Silhouette (Simplified)
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vec2 carP = p - vec2(0.0, -0.75);
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carP.x = abs(carP.x);
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if (carP.y > -0.1 && carP.y < 0.1 && carP.x < 0.25) {
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float body = step(carP.x, 0.25) * step(abs(carP.y), 0.05);
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float cabin = step(carP.x, 0.15) * step(carP.y, 0.1) * step(0.0, carP.y);
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if (body + cabin > 0.0) {
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finalColor = mix(finalColor, vec3(0.0), 0.9);
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finalColor += colorSec * 0.5 * body * (smoothstep(0.0, 0.05, abs(carP.x - 0.2))); // Tail lights / glow
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}
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// 4. Car Silhouette
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float carDrift = sin(t * 0.1) * 0.2;
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float carVibration = sin(t * 30.0) * 0.001;
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vec2 carPos = vec2(carDrift, -0.78 + carVibration);
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vec2 cp = p - carPos;
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float cpX = abs(cp.x);
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float mainBody = step(cpX, 0.35) * step(abs(cp.y), 0.12);
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float rearGlass = step(cpX, 0.22) * step(abs(cp.y - 0.18), 0.07);
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float wingTop = step(cpX, 0.32) * step(abs(cp.y - 0.20), 0.025);
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float wingSides = step(abs(cpX - 0.30), 0.03) * step(abs(cp.y - 0.12), 0.1);
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if (mainBody + rearGlass + wingTop + wingSides > 0.0) {
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finalColor = mix(finalColor, vec3(0.015), 0.95); // Dark silhouette
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// Iconic quad round taillights
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float tlY = 0.03;
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float tlRadius = 0.025;
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float l1 = smoothstep(tlRadius, tlRadius * 0.6, length(vec2(cpX - 0.21, cp.y - tlY)));
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float l2 = smoothstep(tlRadius, tlRadius * 0.6, length(vec2(cpX - 0.29, cp.y - tlY)));
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vec3 lightColor = vec3(1.0, 0.0, 0.0) * (0.6 + beat * 1.4);
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finalColor = mix(finalColor, lightColor, clamp(l1 + l2, 0.0, 1.0));
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}
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gl_FragColor = vec4(finalColor, mask * u_opacity);
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