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forked from didirus/AstralRinth
fixed a bug
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@@ -119,7 +119,7 @@ const init = () => {
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const material = new THREE.ShaderMaterial({
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uniforms: {
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outlineTexture: { value: outlineTexture },
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globeColor: { value: new THREE.Color("#60fbb5") },
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globeColor: { value: new THREE.Color("#ffc69e") },
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},
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vertexShader: `
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varying vec2 vUv;
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@@ -151,7 +151,7 @@ const init = () => {
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transparent: true,
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side: THREE.BackSide,
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uniforms: {
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color: { value: new THREE.Color("#56f690") },
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color: { value: new THREE.Color("#fabc89") },
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viewVector: { value: camera.position },
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},
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vertexShader: `
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@@ -262,13 +262,13 @@ onUnmounted(() => {
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<style scoped>
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@keyframes pulse {
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0% {
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box-shadow: 0 0 0 0 rgba(27, 217, 106, 0.3);
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box-shadow: 0 0 0 0 rgba(217, 84, 27, 0.3);
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}
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70% {
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box-shadow: 0 0 0 4px rgba(27, 217, 106, 0);
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box-shadow: 0 0 0 4px rgba(217, 78, 27, 0);
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}
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100% {
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box-shadow: 0 0 0 0 rgba(27, 217, 106, 0);
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box-shadow: 0 0 0 0 rgba(217, 84, 27, 0);
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}
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}
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