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Replacing "logarithmic brightness" with a simple brightness-and-contrast setup. Adjusting a bunch of configs.
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@@ -23,6 +23,7 @@ uniform float animationSpeed, fallSpeed, cycleSpeed;
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uniform bool hasSun, hasThunder, loops;
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uniform bool showComputationTexture;
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uniform float brightnessOverride, brightnessThreshold, brightnessDecay;
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uniform float baseContrast, baseBrightness;
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uniform float raindropLength, glyphHeightToWidth;
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uniform int cycleStyle, rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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@@ -63,7 +64,7 @@ float getBrightness(float rainTime) {
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if (loops) {
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value = 1. - fract(rainTime);
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}
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return log(value * 1.25) * 3.;
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return value * baseContrast + baseBrightness;
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}
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float getCycleSpeed(float rainTime, float brightness) {
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