#Properties: frustum.culling=false sliders J #Custom Uniforms variable.float.cameraSmoothX = smooth(((cameraPositionInt.x+cameraPositionFract.x)-(previousCameraPositionInt.x+previousCameraPositionFract.x))/frameTime, 1, 1) variable.float.cameraSmoothY = smooth(((cameraPositionInt.y+cameraPositionFract.y)-(previousCameraPositionInt.y+previousCameraPositionFract.y))/frameTime, 1, 1) variable.float.cameraSmoothZ = smooth(((cameraPositionInt.z+cameraPositionFract.z)-(previousCameraPositionInt.z+previousCameraPositionFract.z))/frameTime, 1, 1) uniform.vec3.cameraSmooth = vec3(cameraSmoothX, cameraSmoothY,cameraSmoothZ)