Fragment brightness has now a effect on the radius
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3 changed files with 9 additions and 8 deletions
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@ -35,12 +35,13 @@ void main() {
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vec2 tex_offset = 1.0 / textureSize(renderedTexture, 0) * vec2(Horizontal ? 1 : 0, Horizontal ? 0 : 1);
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vec3 result = max(GetRenderColorOffset(vec2(0)).rgb - thres, 0) * (First ? Power : 1);
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result *= GetWeight(0);
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vec3 result = max(GetRenderColorOffset(vec2(0)).rgb - thres, 0) * (First ? Power : 1) * GetWeight(0);
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float radi = Radius + (length(result));
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for(int i = 1; i < WeightCount; i++) {
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result += max(GetRenderColorOffset(tex_offset * i * Radius).rgb - thres, 0) * (First ? Power : 1) * GetWeight(i);
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result += max(GetRenderColorOffset(-tex_offset * i * Radius).rgb - thres, 0) * (First ? Power : 1) * GetWeight(i);
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result += max(GetRenderColorOffset(tex_offset * i * radi).rgb - thres, 0) * (First ? Power : 1) * GetWeight(i);
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result += max(GetRenderColorOffset(-tex_offset * i * radi).rgb - thres, 0) * (First ? Power : 1) * GetWeight(i);
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}
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color = vec4(result, 1);
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