Fix grid fade, start fade at 2M, max at 0.5
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parent
319120bfaf
commit
a4378d7d94
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@ -1 +1 @@
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a
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trigger
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@ -1 +1 @@
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[0.45,0.69,0.79,0.5]
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[0.45,0.69,0.79,0]
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@ -1 +1 @@
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[0.45,0.69,0.79,0.25]
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[0.45,0.69,0.79,0]
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@ -1 +1 @@
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4.0
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0.5
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122
main.lua
122
main.lua
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@ -67,39 +67,57 @@ function readFile(fileName)
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end
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end
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function getDistanceBetweenPoints3D(x1, y1, z1, x2, y2, z2)
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function getDistanceBetweenPoints3D(x1, y1, z1, x2, y2, z2)
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return (((x2-x1)*(x2-x1)) + ((y2-y1)*(y2-y1)) + ((z2-z1)*(z2-z1))) / 2
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return math.sqrt((x2 - x1)^2 + (z2 - z1)^2)
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end
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end
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-- This could be optimized by using a proper algorithm or determining which point of the line is closer to x,y,z first
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function getLineDistance(x, _, z, point1, point2) -- Notice the underscore for y
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function getLineDistance(x,y,z,point1,point2)
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-- Vector from point1 to point2
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local lx1 = point1[1]
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local dx = point2[1] - point1[1]
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local ly1 = 0
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local dz = point2[2] - point1[2]
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local lz1 = point1[2]
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local lx2 = point2[1]
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local ly2 = 0
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local lz2 = point2[2]
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local d = getDistanceBetweenPoints3D(lx1,ly1,lz1,lx2,ly2,lz2)
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-- Vector from point1 to the given point (x, y, z)
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local dx = (lx2 - lx1) / d
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local px = x - point1[1]
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local dy = (ly2 - ly1) / d
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local pz = z - point1[2]
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local dz = (lz2 - lz1) / d
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local cx1 = lx1
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-- Dot product
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local cy1 = ly1
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local dot = px * dx + pz * dz
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local cz1 = lz1
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local len_sq = dx * dx + dz * dz
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local param = -1
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if len_sq ~= 0 then -- in case of 0 length line
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param = dot / len_sq
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end
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local xx, zz
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if param < 0 then
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xx = point1[1]
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zz = point1[2]
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elseif param > 1 then
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xx = point2[1]
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zz = point2[2]
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else
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xx = point1[1] + param * dx
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zz = point1[2] + param * dz
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end
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local dx_ = x - xx
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local dz_ = z - zz
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return math.sqrt(dx_ * dx_ + dz_ * dz_)
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end
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function getClosestDistanceToPerimeter(x, y, z, points)
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local lowestDist = 9999
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local lowestDist = 9999
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local length = #points
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while cx1 < lx1 do
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for i = 1, length do
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local dist = getDistanceBetweenPoints3D(x,y,z,cx1,cy1,cz1)
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local point1 = points[i]
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local point2 = points[(i % length) + 1]
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local dist = getLineDistance(x, y, z, point1, point2)
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if dist < lowestDist then
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if dist < lowestDist then
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lowestDist = dist
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lowestDist = dist
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else
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return lowestDist
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end
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end
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cx1 = cx1 + (dx * settings.check_density)
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cy1 = cy1 + (dy * settings.check_density)
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cz1 = cz1 + (dz * settings.check_density)
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end
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end
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return lowestDist
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return lowestDist
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end
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end
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@ -124,11 +142,7 @@ function drawSinglePointGrid(pass,point1,point2,cornerColor,miscColor)
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local ly2 = hy
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local ly2 = hy
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local lz2 = point2[2]
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local lz2 = point2[2]
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local d = getDistanceBetweenPoints3D(lx1,ly1,lz1,lx2,ly2,lz2)
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-- For the grid lines
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local dx = (lx2 - lx1) / d
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local dy = (ly2 - ly1) / d
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local dz = (lz2 - lz1) / d
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pass:setColor(unpack(miscColor))
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pass:setColor(unpack(miscColor))
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local drawY = settings.grid_top
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local drawY = settings.grid_top
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while drawY >= settings.grid_bottom do
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while drawY >= settings.grid_bottom do
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@ -139,6 +153,7 @@ function drawSinglePointGrid(pass,point1,point2,cornerColor,miscColor)
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drawY = drawY - settings.grid_density
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drawY = drawY - settings.grid_density
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end
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end
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-- For the perimeter lines
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pass:setColor(unpack(cornerColor))
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pass:setColor(unpack(cornerColor))
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pass:line({
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pass:line({
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lx1, settings.grid_bottom, lz1,
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lx1, settings.grid_bottom, lz1,
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@ -156,6 +171,7 @@ function drawSinglePointGrid(pass,point1,point2,cornerColor,miscColor)
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})
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})
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end
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end
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function drawPointGrid(pass,points,cornerColor,miscColor)
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function drawPointGrid(pass,points,cornerColor,miscColor)
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local index = 2
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local index = 2
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local length = #points
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local length = #points
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@ -281,39 +297,25 @@ end
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function modeDraw(pass)
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function modeDraw(pass)
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local x, y, z = lovr.headset.getPosition("head")
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local x, y, z = lovr.headset.getPosition("head")
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local lowestDist = 9999
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local closestDist = getClosestDistanceToPerimeter(x, y, z, settings.points)
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local index = 2
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local length = #settings.points
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-- Update the fade logic based on the closest distance
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if length < 1 then return end
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closestDist = (closestDist - settings.fade_stop) / (settings.fade_start - settings.fade_stop)
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while index <= length do
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closestDist = math.max(0, math.min(1, closestDist))
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local dist = getLineDistance(x,y,z,settings.points[index - 1],settings.points[index])
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if dist < lowestDist then lowestDist = dist end
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local function interpolateColor(startColor, endColor)
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index = index + 1
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return {
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startColor[1] + (endColor[1] - startColor[1]) * closestDist,
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startColor[2] + (endColor[2] - startColor[2]) * closestDist,
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startColor[3] + (endColor[3] - startColor[3]) * closestDist,
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startColor[4] + (endColor[4] - startColor[4]) * closestDist
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}
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end
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end
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lowestDist = (lowestDist - settings.fade_stop) / (settings.fade_start - settings.fade_stop)
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local cornerColor = interpolateColor(settings.color_far_corners, settings.color_close_corners)
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if lowestDist < 0 then lowestDist = 0 end
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local gridColor = interpolateColor(settings.color_far_grid, settings.color_close_grid)
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if lowestDist > 1 then lowestDist = 1 end
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local cdr=settings.color_close_corners[1] - settings.color_far_corners[1]
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drawPointGrid(pass, settings.points, cornerColor, gridColor)
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cdr = settings.color_far_corners[1] + (cdr * lowestDist)
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local cdg=settings.color_close_corners[2] - settings.color_far_corners[2]
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cdg = settings.color_far_corners[2] + (cdg * lowestDist)
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local cdb=settings.color_close_corners[3] - settings.color_far_corners[3]
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cdb = settings.color_far_corners[3] + (cdb * lowestDist)
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local cda=settings.color_close_corners[4] - settings.color_far_corners[4]
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cda = settings.color_far_corners[4] + (cda * lowestDist)
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local gdr=settings.color_close_grid[1] - settings.color_far_grid[1]
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gdr = settings.color_far_grid[1] + (gdr * lowestDist)
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local gdg=settings.color_close_grid[2] - settings.color_far_grid[2]
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gdg = settings.color_far_grid[2] + (gdg * lowestDist)
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local gdb=settings.color_close_grid[3] - settings.color_far_grid[3]
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gdb = settings.color_far_grid[3] + (gdb * lowestDist)
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local gda=settings.color_close_grid[4] - settings.color_far_grid[4]
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gda = settings.color_far_grid[4] + (gda * lowestDist)
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drawPointGrid(pass,settings.points,{cdr,cdg,cdb,cda},{gdr,gdg,gdb,gda})
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end
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end
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function lovr.draw(pass)
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function lovr.draw(pass)
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