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Improving the "debug view" by basing it on rain time, so it's unaffected by the base brightness and contrast
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@@ -93,13 +93,12 @@ void main() {
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0., 1.);
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if (showDebugView) {
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brightness *= 2.;
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gl_FragColor = vec4(
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vec3(
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shine.b,
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vec2(
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brightness,
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clamp(0., 1., pow(brightness * 0.9, 6.0))
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1.0 - (shine.g * 3.0),
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1.0 - (shine.g * 10.0)
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) * (1.0 - shine.b)
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) * alpha,
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1.
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@@ -63,11 +63,7 @@ float getRainTime(float simTime, vec2 glyphPos) {
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}
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float getBrightness(float rainTime) {
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float value = 1. - fract(rainTime);
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if (loops) {
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value = 1. - fract(rainTime);
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}
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return value * baseContrast + baseBrightness;
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return (1. - fract(rainTime)) * baseContrast + baseBrightness;
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}
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// Additional effects
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@@ -151,7 +147,7 @@ vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenP
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brightness = mix(previousBrightness, brightness, brightnessDecay);
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}
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vec4 result = vec4(brightness, 0., cursor, effect);
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vec4 result = vec4(brightness, fract(rainTime), cursor, effect);
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return result;
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}
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