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More tweaks to the volumetric mode debug view.
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@@ -79,7 +79,11 @@ void main() {
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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if (showComputationTexture) {
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gl_FragColor = vec4(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0);
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vec4 debugColor = vec4(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0);
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if (volumetric) {
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debugColor.g = debugColor.g * 0.9 + 0.1;
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}
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gl_FragColor = debugColor;
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} else {
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
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}
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@@ -425,6 +425,9 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
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if (bool(config.showComputationTexture)) {
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output.color = vec4<f32>(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0);
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if (volumetric) {
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output.color.g = output.color.g * 0.9 + 0.1;
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}
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} else {
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output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
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}
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