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Gradient Color Leaves

Added some code so that the gradient can now be offset from world space origin, and also any axis (including diagonal) can be used to form the gradient.

The coolest part is that it’s all done using a dot product in the shader instead of conditionals.

Initially, I did the diagonal gradient just because I could, but then it turned out to make a lot more sense, and also looks way cool, so I think that’s the one I am going to go with.

Here are some screenshots:

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Man… all these different mechanics are finally starting to come together. It’s really exciting, but also super overwhelming. Looking forward to playtesting new puzzles soon.

Also, because I’ve just been trying to get these mechanics working, all the code I’ve written these last 2 days have been a total mess. Magic numbers everywhere!

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