Move towards pixel upscaling filter
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@@ -13,13 +13,22 @@ void main() {
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// if (dist > rad) {
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// discard;
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// }
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float t = texture(normals, vTexPos).w;
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vec3 norm = texture(normals, vTexPos).xyz;
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float y1 = dot(norm, distVec);
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float y1 = dot(normalize(norm), normalize(distVec));
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float y2 = float(y1 > 0 ? 1 : 0);
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float x = 1 - (pow(dist / rad,4));
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//float y2x = y2;
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float y4 = float(y1 > 0 && y1 < 0.5 ? 0.5 : y2);
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float y5 = max(0,y1);
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//float y4 = smoothstep(-1,1,y1);
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//float y4 = 0.25*pow(y1+1,2);
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float y3 = float(t > 0
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? y2
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: (t == 0 ? y4 : y4));
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//float x = 1 - (dist / rad);
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//float x = 1;
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//float x = (dist > rad ? 0 : 1);
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vec3 c = y2* x * lumRad.rgb;
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float x = 1 - (pow(dist / rad,4));
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vec3 c = y3* x * lumRad.rgb;
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fColor = vec4(c, 0);
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}
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