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feat(track): the texture of a shared running surface blends into the texture of the rail it lies on: 2 cm on each side of the boundary both are drawn in tinted variants of their materials that fade per vertex into the mean colour of the two treads, sampled from the texture files, so the edge of the wheels of the other track leaves a soft band instead of a line
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@@ -288,11 +288,13 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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// Diffuse colour is applied once, to the albedo; the light terms below are not scaled by it again
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texturecolor *= material_diffuse();
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float weathered = (param[2].w > 0.0 ? clamp(param[2].w * UserData.x, 0.0, 1.0) : 0.0);
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float polished = weathered * smoothstep(0.03, 0.12, dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)));
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float tinted = (param[2].w < 0.0 ? clamp(-param[2].w * UserData.x, 0.0, 1.0) : 0.0);
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float polished = max(weathered * smoothstep(0.03, 0.12, dot(texturecolor, vec3(0.2126, 0.7152, 0.0722))), tinted);
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float weatheredluma = min(dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)), 0.05);
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vec3 unused = texturecolor * (weatheredluma / max(dot(texturecolor, vec3(0.2126, 0.7152, 0.0722)), 1e-4));
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unused = mix(unused, vec3(1.0, 0.82, 0.74) * (weatheredluma / 0.8525), 0.5);
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texturecolor = mix(texturecolor, unused, smoothstep(0.0, 0.4, weathered));
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texturecolor = (tinted > 0.0 ? mix(texturecolor, param[2].rgb, tinted) : texturecolor);
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specularity = mix(specularity, min(specularity, 0.03), smoothstep(0.0, 0.4, polished));
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metalic = mix(metalic, 0.0, polished);
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glossiness = mix(glossiness, min(glossiness, 0.06 * abs(param[1].w)), polished);
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