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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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