audio implementations, chariot frames deleted, world visual fixes
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@@ -27,15 +27,15 @@ void vertex() {
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void fragment() {
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vec3 fallof = texture(gradient, base_uv).rgb;
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float fresnel = pow(1.0 - dot(normalize(NORMAL), normalize(VIEW)), rim_power);
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float fade = mix(1.0, -1.0, fresnel);
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ROUGHNESS = 0.0;
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ROUGHNESS = 0.0;
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SPECULAR = 0.0;
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vec3 emission_tex = texture(texture_emission, UV).rgb;
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EMISSION = (emission.rgb + emission_tex) * emission_energy * fallof;
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ALPHA = clamp(fade, 0.0, 1.0) * EMISSION.r * alpha;
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ALPHA = clamp(fade, 0.0, 1.0) * EMISSION.r * alpha;
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}
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