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Migrated changes to WebGPU
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@@ -19,7 +19,7 @@ uniform bool volumetric;
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uniform bool isolateCursor;
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varying vec2 vUV;
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varying vec4 vShine, vSymbol, vEffect;
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varying vec4 vRaindrop, vSymbol, vEffect;
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varying float vDepth;
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float median3(vec3 i) {
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@@ -62,7 +62,7 @@ vec2 getBrightness(float brightness, float cursor, float multipliedEffects, floa
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if (!isolateCursor) {
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cursor = 0.;
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}
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brightness = (1.0 - brightness) * baseContrast + baseBrightness;
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brightness = (1. - brightness) * baseContrast + baseBrightness;
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// Modes that don't fade glyphs set their actual brightness here
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if (brightnessOverride > 0. && brightness > brightnessThreshold && cursor == 0.) {
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@@ -98,7 +98,7 @@ float getSymbol(vec2 uv, float index) {
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// MSDF: calculate brightness of fragment based on distance to shape
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vec3 dist = texture2D(glyphTex, uv).rgb;
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float sigDist = median3(dist) - 0.5;
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return clamp(sigDist/fwidth(sigDist) + 0.5, 0., 1.);
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return clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.);
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}
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void main() {
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@@ -106,9 +106,9 @@ void main() {
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vec2 uv = getUV(vUV);
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// Unpack the values from the data textures
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vec4 raindropData = volumetric ? vShine : texture2D( raindropState, uv);
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vec4 symbolData = volumetric ? vSymbol : texture2D(symbolState, uv);
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vec4 effectData = volumetric ? vEffect : texture2D(effectState, uv);
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vec4 raindropData = volumetric ? vRaindrop : texture2D(raindropState, uv);
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vec4 symbolData = volumetric ? vSymbol : texture2D( symbolState, uv);
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vec4 effectData = volumetric ? vEffect : texture2D( effectState, uv);
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vec2 brightness = getBrightness(raindropData.r, raindropData.g, effectData.r, effectData.g);
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float symbol = getSymbol(uv, symbolData.r);
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@@ -118,9 +118,9 @@ void main() {
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vec3(
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raindropData.g,
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vec2(
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1.0 - (raindropData.r * 3.0),
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1.0 - (raindropData.r * 8.0)
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) * (1.0 - raindropData.g)
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1. - (raindropData.r * 3.),
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1. - (raindropData.r * 8.)
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) * (1. - raindropData.g)
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) * symbol,
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1.
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);
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