Boss floor changes minor
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@@ -20,7 +20,7 @@ varying vec2 noise_uv;
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void vertex() {
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modulate = COLOR;
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// Use world coordinates for scale-independent squiggles, offset by position to keep pattern attached to object
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noise_uv = (VERTEX - MODEL_MATRIX[3].xy) / (vec2(textureSize(noise, 0)) * scale);
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}
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@@ -33,6 +33,6 @@ void fragment() {
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float noise_sample = texture(noise, noise_uv + noise_offset).r * 4.0 * PI;
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vec2 direction = vec2(cos(noise_sample), sin(noise_sample));
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vec2 squiggle_uv = UV + direction * strength * 0.005;
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COLOR = texture(TEXTURE, squiggle_uv) * modulate;
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}
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