Weiter am Menü und an der Vollbildproblematik gearbeitet
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@@ -30,10 +30,15 @@ void main() {
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float sway = sin(t * 2.1 + worldXZ.x * 0.08 + worldXZ.y * 0.06) * 0.6
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+ sin(t * 1.4 - worldXZ.x * 0.05 + worldXZ.y * 0.09) * 0.4;
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// Mindest-Stärke damit bei wenig Wind noch Bewegung sichtbar ist
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float effectiveStrength = max(m_WindStrength, 0.05);
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// Quadratische Gewichtung: Spitze bewegt sich mehr als Basis
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float bend = sway * m_WindStrength * inTexCoord.y * inTexCoord.y;
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float bend = sway * effectiveStrength * inTexCoord.y * inTexCoord.y;
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pos.x += bend;
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pos.z += bend * 0.3;
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// Y-Kompression: Halm neigt sich statt zu strecken → verhindert visuelles Breiterwerden
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pos.y -= bend * bend * 0.5;
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}
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texCoord = inTexCoord;
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@@ -34,10 +34,15 @@ void main() {
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float sway = sin(t * 2.1 + wavePhase * 0.10 + randPhase) * 0.6
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+ sin(t * 1.4 + wavePhase * 0.06 + randPhase * 0.73) * 0.4;
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// Mindest-Stärke damit bei wenig Wind noch Bewegung sichtbar ist
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float effectiveStrength = max(m_WindStrength, 0.05);
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// Quadratische Gewichtung: Spitze biegt sich mehr als Basis
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float bend = sway * m_WindStrength * wf * wf;
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float bend = sway * effectiveStrength * wf * wf;
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pos.x += windN.x * bend;
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pos.z += windN.y * bend;
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// Y-Kompression: Halm neigt sich statt zu strecken → verhindert visuelles Breiterwerden
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pos.y -= bend * bend * 0.5;
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}
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varColor = inColor;
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BIN
blight-assets/src/main/resources/Textures/menu/container.png
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blight-assets/src/main/resources/Textures/menu/container.png
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@@ -2,12 +2,12 @@
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"chapter": 0,
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"level": 0,
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"xp": 0,
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"currentHp": 0,
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"currentStamina": 0,
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"currentMana": 0,
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"maxHp": 0,
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"maxStamina": 0,
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"maxMana": 0,
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"currentHp": 100,
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"currentStamina": 100,
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"currentMana": 100,
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"maxHp": 100,
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"maxStamina": 100,
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"maxMana": 100,
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"openHpRegeneration": 0,
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"openManaRegeneration": 0,
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"openStaminaRegeneration": 0,
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