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https://github.com/Rezmason/matrix.git
synced 2026-04-17 22:09:28 -07:00
Further gouging.
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@@ -9,7 +9,6 @@ uniform float numColumns, numRows;
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uniform sampler2D glyphMSDF, glintMSDF, baseTexture, glintTexture;
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uniform float msdfPxRange;
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uniform vec2 glyphMSDFSize, glintMSDFSize;
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uniform bool hasBaseTexture, hasGlintTexture;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
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uniform float baseContrast, baseBrightness, glintContrast, glintBrightness;
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uniform float brightnessOverride, brightnessThreshold;
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@@ -71,13 +70,7 @@ vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
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vec2 textureUV = fract(uv * vec2(numColumns, numRows));
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base = base * baseContrast + baseBrightness;
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if (hasBaseTexture) {
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base *= texture2D(baseTexture, textureUV).r;
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}
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glint = glint * glintContrast + glintBrightness;
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if (hasGlintTexture) {
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glint *= texture2D(glintTexture, textureUV).r;
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}
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// Modes that don't fade glyphs set their actual brightness here
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if (brightnessOverride > 0. && base > brightnessThreshold && !isCursor) {
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