@@ -334,30 +334,20 @@ void main() {
334334
335335 // ------------------ CONFIG START --------------------
336336
337- if (paralysis_level < 0.9999) { // not fully paralyzed
338- noisescale = 0.15;
339- persistance = 0.45;
340- lacunarity = 2.5;
341- minlightningcolor = vec3(0.1, 0.1, 0.5); //blue
342- maxlightningcolor = vec3(0.9, 0.9, 0.9); //white
343- wholeunitbasecolor = vec4(0.0, 0.0, 0.0, 0.0); // none
344- lightningalpha = 1.4;
345- lighting_sharpness = 12.8;
346- lighting_width = 3.95;
347- lightning_speed = 0.14;
348- }
349- else{ // fully paralyzed
350- noisescale = 0.31;
351- persistance = 0.45;
352- lacunarity = 2.5;
353- minlightningcolor = vec3(0.1, 0.1, 1.0); //blue
354- maxlightningcolor = vec3(1.0, 1.0, 1.0); //white
355- wholeunitbasecolor = vec4(0.49, 0.43, 0.94, 0.35); // light blue base tone
356- lightningalpha = 1.2;
357- lighting_sharpness = 4.8;
358- lighting_width = 3.8;
359- lightning_speed = 0.95;
337+ if (paralysis_level < 0.98) { // not fully paralyzed
338+ fragColor = vec4(0);
339+ return;
360340 }
341+ noisescale = 0.31;
342+ persistance = 0.45;
343+ lacunarity = 2.5;
344+ minlightningcolor = vec3(0.1, 0.1, 1.0); //blue
345+ maxlightningcolor = vec3(1.0, 1.0, 1.0); //white
346+ wholeunitbasecolor = vec4(0.49, 0.5, 1.0, 1.0); // light blue base tone
347+ lightningalpha = 1.2;
348+ lighting_sharpness = 4.8;
349+ lighting_width = 3.8;
350+ lightning_speed = 0.95;
361351 // ------------------ CONFIG END --------------------
362352
363353 vec4 noiseposition = noisescale * vec4(v_modelPosOrig, (timeInfo.x + timeInfo.w) * lightning_speed);
@@ -372,21 +362,19 @@ void main() {
372362
373363 vec3 lightningcolor;
374364 float effectalpha;
375- if (paralysis_level < 0.9999) {
376- //empreworktagdonotremove
377- //empreworkherealsodonotremove
378- // Calculate the lightning color based on the amount of electricity
379- lightningcolor = mix(minlightningcolor, maxlightningcolor, electricity);
380- effectalpha = paralysis_level * lightningalpha; // less transparency non-paralyzed
381- }
382- else
383- {
384- lightningcolor = mix(minlightningcolor, maxlightningcolor, electricity);
385- effectalpha = clamp(paralysis_level * lightningalpha, 0.0, 1.0);
386- }
365+ lightningcolor = mix(minlightningcolor, maxlightningcolor, electricity);
366+ effectalpha = clamp(paralysis_level * lightningalpha, 0.0, 1.0);
367+ float flash = abs((2.0 * fract((timeInfo.x + timeInfo.w) * 0.07)) - 1.0);
387368
388369 fragColor = vec4(lightningcolor, electricity*effectalpha);
389- fragColor = max(wholeunitbasecolor, fragColor); // apply whole unit base color
370+ float baseItensity = snoise(0.032 * vec4(v_modelPosOrig, 1.7*(timeInfo.x + timeInfo.w))) +
371+ snoise(0.02 * vec4(v_modelPosOrig, 1.3*(timeInfo.x + timeInfo.w)));
372+ baseItensity = sqrt(abs(baseItensity) + 0.2) * (0.5 * flash + 0.2) + clamp(baseItensity * (flash - 0.5) * 0.5, -0.2, 1.0);
373+ wholeunitbasecolor.a = wholeunitbasecolor.a * (0.4 + baseItensity * 0.5);
374+ wholeunitbasecolor.r = wholeunitbasecolor.r + baseItensity * 0.33;
375+ wholeunitbasecolor.g = wholeunitbasecolor.g + baseItensity * 0.45;
376+ fragColor = max(wholeunitbasecolor, fragColor); // apply whole unit base color
377+ fragColor.a *= clamp((paralysis_level - 0.98) * 50.0, 0.0, 1.0);
390378}
391379]]
392380
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