wip
parent
3a9a19ca52
commit
edbc16417d
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@ -31,5 +31,5 @@ void main()
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float spikes = (max(0.0, 1.0 - abs(offset.x + offset.y)) + max(0.0, 1.0 - abs(offset.x - offset.y))) * diffSpikeBrightness;
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b += glareBrightness / (glareFalloff * pow(r2, 1.5) + 1.0) * (spikes + 0.5);
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#endif
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gl_FragColor = vec4(linearToSRGB(b * exposure * color.rgb * brightness * 5.0), 1.0);
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gl_FragColor = vec4(linearToSRGB(b * min(500.0, exposure) * color.rgb * brightness * 5.0), 1.0);
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}
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@ -32,7 +32,7 @@ void main()
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vec2 devicePosition = projectedPosition.xy / projectedPosition.w;
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pointCenter = (devicePosition * 0.5 + vec2(0.5, 0.5)) * viewportSize + viewportCoord;
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color = in_Color;
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float b = pow(2.512, min(-3.5, -appMag * magScale));
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float b = pow(2.512, -appMag * magScale);
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float r2 = -log(thresholdBrightness / (exposure * b)) * 2.0 * sigma2;
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float rGlare2 = (exposure * glareBrightness * b / thresholdBrightness - 1.0) / glareFalloff;
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gl_PointSize = 2.0 * sqrt(max(r2, rGlare2));
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