Cursors are now much more robustly detected, and the debug view— previously called the computation texture— now resembles BUF's behind-the-scenes VFX footage. Isolated the isometric camera option from the debug view

This commit is contained in:
Rezmason
2022-09-08 23:12:58 -07:00
parent 77d6176fd5
commit ed49105c69
8 changed files with 55 additions and 43 deletions

View File

@@ -13,7 +13,7 @@ uniform vec2 glyphTextureGridSize;
uniform vec2 slantVec;
uniform float slantScale;
uniform bool isPolar;
uniform bool showComputationTexture;
uniform bool showDebugView;
uniform bool volumetric;
varying vec2 vUV;
@@ -76,7 +76,7 @@ void main() {
brightness = max(shine.b * cursorBrightness, brightness);
brightness = max(shine.a, brightness);
// In volumetric mode, distant glyphs are dimmer
if (volumetric) {
if (volumetric && !showDebugView) {
brightness = brightness * min(1., vDepth);
}
@@ -92,12 +92,18 @@ void main() {
float sigDist = median3(dist) - 0.5;
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0., 1.);
if (showComputationTexture) {
vec4 debugColor = vec4(shine.r - alpha, shine.g * alpha, shine.a - alpha, 1.);
if (volumetric) {
debugColor.g = debugColor.g * 0.9 + 0.1;
}
gl_FragColor = debugColor;
if (showDebugView) {
brightness *= 2.;
gl_FragColor = vec4(
vec3(
shine.b,
vec2(
brightness,
clamp(0., 1., pow(brightness * 0.9, 6.0))
) * (1.0 - shine.b)
) * alpha,
1.
);
} else {
gl_FragColor = vec4(vChannel * brightness * alpha, 1.);
}