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improved cloud draw perf
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@@ -13,19 +13,6 @@ import kotlin.math.sign
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*/
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class WeatherObjectCloud(private val texture: TextureRegion, private val flipW: Boolean) : WeatherObject(), Comparable<WeatherObjectCloud> {
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/**
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* To actually utilise this value, your render code must begin the spritebatch per-object, like so:
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* ```
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* batch.shader = cloudShader
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* for (it in clouds) {
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* batch.begin()
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* batch.shader.setUniformf("gamma", it.darkness)
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* batch.draw(it, ...)
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* batch.end()
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* }
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*/
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var darkness: Vector2 = Vector2(0.5f, 2.0f) // the "gamma" value fed into the clouds shader
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override fun update() {
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throw UnsupportedOperationException()
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}
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