background shader now functioning
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@ -1,73 +1,89 @@
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#extension GL_OES_standard_derivatives : enable
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// from https://www.shadertoy.com/view/Msf3Wr
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varying float vTime;
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#define M_PI 3.1415926535897932384626433832795
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varying vec2 vTexCoord;
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#define GLSLSANDBOX
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#ifdef GLSLSANDBOX
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float time;
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#ifndef GLSLSANDBOXTOYNOTCOMPATIBLE
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uniform vec4 iMouse;
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uniform int iFrame;
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#else /*GLSLSANDBOXTOYNOTCOMPATIBLE*/
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uniform vec2 mouse;
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#define iMouse mouse
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#endif /*GLSLSANDBOXTOYNOTCOMPATIBLE*/
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uniform vec2 resolution;
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#define iGlobalTime time
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#define iResolution (vec3(resolution, 1.))
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#endif /*GLSLSANDBOX*/
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//#define vTime (vTime * vTime * 0.05)
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vec2 rand2(vec2 p)
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#define iterations 17
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#define formuparam 0.53
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#define volsteps 20
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#define stepsize 0.1
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#define zoom 0.800
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#define tile 0.850
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#define speed 0.010
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#define brightness 0.0015
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#define darkmatter 0.300
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#define distfading 0.730
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#define saturation 0.850
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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p = vec2(dot(p, vec2(102.9898,78.233)), dot(p, vec2(26.65125, 83.054543)));
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return fract(sin(p) * 43758.5453);
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//get coords and direction
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vec2 uv=fragCoord.xy/iResolution.xy-.5;
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uv.y*=iResolution.y/iResolution.x;
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vec3 dir=vec3(uv*zoom,1.);
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float time=iGlobalTime*speed+.25;
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float a1=.5+time/iResolution.x*2.;
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float a2=.8+time/iResolution.y*2.;
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mat2 rot1=mat2(cos(a1),sin(a1),-sin(a1),cos(a1));
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mat2 rot2=mat2(cos(a2),sin(a2),-sin(a2),cos(a2));
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dir.xz*=rot1;
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dir.xy*=rot2;
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vec3 from=vec3(1.,.5,0.5);
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from+=vec3(time*2.,time,-2.);
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from.xz*=rot1;
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from.xy*=rot2;
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//volumetric rendering
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float s=0.1,fade=1.;
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vec3 v=vec3(0.);
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for (int r=0; r<volsteps; r++) {
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vec3 p=from+s*dir*.5;
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p = abs(vec3(tile)-mod(p,vec3(tile*2.))); // tiling fold
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float pa,a=pa=0.;
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for (int i=0; i<iterations; i++) {
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p=abs(p)/dot(p,p)-formuparam; // the magic formula
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a+=abs(length(p)-pa); // absolute sum of average change
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pa=length(p);
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}
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float dm=max(0.,darkmatter-a*a*.001); //dark matter
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a*=a*a; // add contrast
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if (r>6) fade*=1.-dm; // dark matter, don't render near
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//v+=vec3(dm,dm*.5,0.);
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v+=fade;
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v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
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fade*=distfading; // distance fading
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s+=stepsize;
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}
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v=mix(vec3(length(v)),v,saturation); //color adjust
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fragColor = vec4(v*.01,1.);
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}
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float rand(vec2 p)
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void main (void)
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{
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return fract(sin(dot(p.xy ,vec2(505.90898,18.233))) * 43037.5453);
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}
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// Thanks to David Hoskins https://www.shadertoy.com/view/4djGRh
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float stars(in vec2 x, float numCells, float size, float br)
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{
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vec2 n = x * numCells;
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vec2 f = floor(n);
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float d = 1.0e10;
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for (int i = -1; i <= 1; ++i)
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{
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for (int j = -1; j <= 1; ++j)
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{
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vec2 g = f + vec2(float(i), float(j));
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g = n - g - rand2(mod(g, numCells)) + rand(g);
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// Control size
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g *= 1. / (numCells * size);
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d = min(d, dot(g, g));
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}
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}
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return br * (smoothstep(.95, 1., (1. - sqrt(d))));
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}
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void main()
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{
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vec2 coord = vTexCoord;
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vec2 tmp = coord;
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coord.x = tmp.y;
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coord.y = tmp.x;
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vec3 result = vec3(0.);
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result += stars(vec2(coord.x + vTime * 2.00,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 1.10,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.8,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.5,coord.y) , 2., 0.09, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.2,coord.y) , 4., 0.08, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.05,coord.y), 8., 0.05, 1.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.025,coord.y), 10., 0.05,0.8) * vec3(.95, .95, .95);
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result += stars(coord , 20., 0.025, 0.5) * vec3(.9, .9, .95);
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gl_FragColor = vec4(result, 1.0);
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// gl_FragColor = vec4(1.0*(vTexCoord.x/vResolution.x), 0.0, 0.0, 1.0);
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// bar layer open scene ;
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// vec2 bl = gl_FragCoord.xy / vResolution.xy;
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// if(bl.y>.50-min(vTime/20.,0.4) ^^ bl.y<0.50+min(vTime/20.0,.4)) gl_FragColor = vec4(0.0,sqrt(coord.y+0.1),0.3,1.0);
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vec4 color = vec4 (0.0, 0.0, 0.0, 1.0);
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mainImage (color, gl_FragCoord.xy);
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color.w = 1.0;
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gl_FragColor = color;
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}
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@ -3,15 +3,10 @@ attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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uniform float time;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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varying float vTime;
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void main() {
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vColor = a_color;
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vTexCoord = a_texCoord0;
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vTime = time;
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gl_Position = u_projTrans * a_position;
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}
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@ -5,8 +5,8 @@ import com.badlogic.gdx.Preferences;
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import com.badlogic.gdx.assets.AssetManager;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.glutils.ShaderProgram;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.utils.TimeUtils;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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import zero1hd.polyjet.Polyjet;
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@ -32,10 +32,10 @@ public class GamePlayArea extends Stage {
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private ShaderProgram invert;
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private ShaderProgram bgShader;
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private float timePassed;
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private Texture background;
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private float time;
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public GamePlayArea(AssetManager assetManager, Preferences prefs) {
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super(new FitViewport(Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT));
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Gdx.app.debug("Game Area", "new area created");
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@ -81,6 +81,7 @@ public class GamePlayArea extends Stage {
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if (bgShader.getLog().length()!=0) {
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System.out.println(bgShader.getLog());
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}
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} else {
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//TODO prepare background rendering without shader
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}
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@ -91,10 +92,13 @@ public class GamePlayArea extends Stage {
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@Override
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public void draw() {
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//TODO batch draw background
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getBatch().begin();
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if (bgShader != null) {
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getBatch().setShader(bgShader);
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bgShader.setUniformf("resolution", background.getWidth(), background.getHeight());
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bgShader.setUniformf("time", time);
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}
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getBatch().begin();
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getBatch().draw(background, 0f, 0f, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT);
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getBatch().end();
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@ -104,10 +108,7 @@ public class GamePlayArea extends Stage {
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@Override
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public void act(float delta) {
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if (bgShader != null) {
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timePassed += delta;
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bgShader.setUniformf("time", timePassed);
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}
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time = TimeUtils.millis()/10f;
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collisionDetector.collisionCheck();
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ec.deathClean();
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