Add organic S-curve meandering to tile road texture shader
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@@ -372,6 +372,7 @@ void Tile::paint(QMatrix4x4 p, QVector3D& cameraPosition,QVector3D& cameraUpDire
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float rBorder = rCfg ? rCfg->borderWidth : 0.022f;
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float rScale = rCfg ? rCfg->textureScale : 2.4f;
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float rOpacity = rCfg ? rCfg->opacity : 0.90f;
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float rMeander = GameManager::instance().roadConfigs().meanderAmplitude();
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QColor col = rCfg ? rCfg->getColor() : QColor("#c49a62");
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QColor bCol = rCfg ? rCfg->getBorderColor() : QColor("#6b4b23");
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@@ -382,6 +383,7 @@ void Tile::paint(QMatrix4x4 p, QVector3D& cameraPosition,QVector3D& cameraUpDire
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m_program->setUniformValue("roadBorderWidth", rBorder);
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m_program->setUniformValue("roadTextureScale", rScale);
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m_program->setUniformValue("roadOpacity", rOpacity);
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m_program->setUniformValue("roadMeander", rMeander);
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m_program->setUniformValue("roadColor", QVector3D(col.redF(), col.greenF(), col.blueF()));
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m_program->setUniformValue("roadBorderColor", QVector3D(bCol.redF(), bCol.greenF(), bCol.blueF()));
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} else {
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