Improving the "debug view" by basing it on rain time, so it's unaffected by the base brightness and contrast

This commit is contained in:
Rezmason
2022-09-10 12:12:43 -07:00
parent f9ac81817f
commit 058b8189a9
4 changed files with 10 additions and 17 deletions

View File

@@ -146,8 +146,7 @@ fn getRainTime(simTime : f32, glyphPos : vec2<f32>) -> f32 {
}
fn getBrightness(rainTime : f32) -> f32 {
var value = 1.0 - fract(rainTime);
return value * config.baseContrast + config.baseBrightness;
return (1.0 - fract(rainTime)) * config.baseContrast + config.baseBrightness;
}
fn getCycleSpeed(brightness : f32) -> f32 {
@@ -244,7 +243,7 @@ fn computeShine (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, scree
brightness = mix(previousBrightness, brightness, config.brightnessDecay);
}
var result = vec4<f32>(brightness, 0.0, cursor, effect);
var result = vec4<f32>(brightness, fract(rainTime), cursor, effect);
return result;
}
@@ -443,16 +442,15 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
var output : FragOutput;
if (bool(config.showDebugView)) {
brightness *= 2.0;
output.color = vec4<f32>(
vec3<f32>(
cell.shine.b,
vec2<f32>(
brightness,
clamp(0.0, 1.0, pow(brightness * 0.9, 6.0))
1.0 - (cell.shine.g * 3.0),
1.0 - (cell.shine.g * 10.0)
) * (1.0 - cell.shine.b)
) * alpha,
1.0
1.
);
} else {
output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);