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purkinje tweak (fix color clamping)
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@ -107,26 +107,20 @@ void main() {
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0)*vignette;
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0)*vignette;
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float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
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float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
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float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
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VL_abs = clamp( (1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0-purkinje),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
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// bloom *= lightScat;
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// apply bloom and bloomy fog
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// col = mix(col, bloom, VL_abs);
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// col += bloom*lightScat;
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// // apply exposure
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float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
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// col *= exposure.rgb;
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VL_abs = clamp((1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0-purkinje*0.3)*(1.0+rainStrength),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
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col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb;
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col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb;
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//Purkinje Effect
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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float lum = dot(col,vec3(0.15,0.3,0.55));
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float lum2 = dot(col,vec3(0.85,0.7,0.45))/2;
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float lum2 = dot(col,vec3(0.85,0.7,0.45))/2;
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float rodLum = lum2*400.;
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float rodLum = lum2*400.;
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float rodCurve = mix(1.0, rodLum/(2.5+rodLum), purkinje);
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float rodCurve = mix(1.0, rodLum/(2.5+rodLum), purkinje);
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col = mix(clamp(lum,0.0,0.05)*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+1.5e-3, col, rodCurve);
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col = mix(lum*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+1.5e-3, col, rodCurve);
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#ifndef USE_ACES_COLORSPACE_APPROXIMATION
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#ifndef USE_ACES_COLORSPACE_APPROXIMATION
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col = LinearTosRGB(TONEMAP(col));
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col = LinearTosRGB(TONEMAP(col));
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@ -1,9 +1,11 @@
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#include "/lib/settings.glsl"
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#include "/lib/settings.glsl"
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varying vec2 texcoord;
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varying vec2 texcoord;
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uniform sampler2D colortex4;
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flat varying vec4 exposure;
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flat varying vec4 exposure;
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flat varying vec2 rodExposureDepth;
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flat varying vec2 rodExposureDepth;
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uniform sampler2D colortex4;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -151,7 +151,7 @@ void main() {
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#ifdef HURT_AND_DEATH_EFFECT
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#ifdef HURT_AND_DEATH_EFFECT
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PlayerDamagedEffect(col);
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PlayerDamagedEffect(col);
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#endif
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#endif
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vec3 FINAL_COLOR = clamp(int8Dither(col,texcoord),0.0,1.0);
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vec3 FINAL_COLOR = clamp(int8Dither(col,texcoord),0.0,1.0);
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#ifdef COLOR_CURVE
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#ifdef COLOR_CURVE
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@ -160,6 +160,7 @@ void main() {
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applyContrast(FINAL_COLOR, CONTRAST); // for fun
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applyContrast(FINAL_COLOR, CONTRAST); // for fun
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gl_FragColor.rgb = FINAL_COLOR;
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gl_FragColor.rgb = FINAL_COLOR;
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