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Shaders: Fix frontlight bleed on AGS-001
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@ -13,13 +13,13 @@ void main() {
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arrayY[1] = vec3(1.0, 1.0, 1.0);
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arrayY[2] = vec3(1.0, 1.0, 1.0);
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arrayY[3] = vec3(0.8, 0.8, 0.8);
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vec3 bleed = vec3(0.7, 0.7, 0.7);
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vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.5, 1.5);
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bleed += (pow(dot(radius, radius), 3.0) + vec3(0.06, 0.1, 0.2)) * vec3(0.8, 0.88, 1.2);
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color.rgb = pow(color.rgb + vec3(0.1, 0.12, 0.2), vec3(1.6, 1.6, 1.6)) * bleed;
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vec3 bleed = vec3(0.12, 0.14, 0.19);
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vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(2.0, 2.0);
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bleed += (dot(pow(radius, vec2(4.0)), pow(radius, vec2(4.0))) + vec3(0.06, 0.1, 0.2)) * vec3(0.18, 0.2, 0.32);
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color.rgb = pow(color.rgb + vec3(0.1, 0.12, 0.2), vec3(1.6, 1.6, 1.6));
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color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
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color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
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color.rgb += vec3(0.16, 0.18, 0.22);
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color.rgb += bleed;
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color.a = 0.5;
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gl_FragColor = color;
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}
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