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@ -824,7 +824,6 @@ ComputeShader2D(V_CompositeCS, 8, 8)
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}
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}
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// Premultiply
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selection_color.rgb *= selection_color.a;
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}
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@ -886,7 +885,6 @@ ComputeShader2D(V_CompositeCS, 8, 8)
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}
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}
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// Premultiply
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grid_color.rgb *= grid_color.a;
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}
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@ -914,7 +912,8 @@ ComputeShader2D(V_CompositeCS, 8, 8)
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{
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crosshair_color = InvertColor(Color_White);
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}
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crosshair_color = Premul(crosshair_color);
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crosshair_color.rgb *= crosshair_color.a;
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}
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}
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@ -979,7 +978,7 @@ ComputeShader2D(V_BloomDownCS, 8, 8)
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{
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f32 luminance = LuminanceFromColor(src);
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f32 max_rgb = max(max(src.r, src.g), src.b); // So that we can get bloom on colors with high rgb, not just high luminance
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f32 bright = max(luminance, max_rgb * 0.5);
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f32 bright = max(luminance, (max_rgb - 1.0) * 0.5);
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if (bright > 0)
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{
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f32 threshold = 1.0;
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@ -189,7 +189,7 @@ Enum(V_OccluderKind)
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#define V_ParticleSimBasis 0xb49f2d9e406873b9ull
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#define V_ParticleColorBasis 0x569aa8341ecc0ea3ull
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#define V_ParticleCellBasis 0xf60c0cff344b0c5dull
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#define V_ParticleCellBasis 0xf60c0cff344b0c5dull
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#define V_ParticleStainBasis 0x3c64e8226d98d376ull
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Enum(V_ParticleFlag)
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@ -228,7 +228,7 @@ Enum(V_ParticleFlag)
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/* Name */ Debris, \
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/* Flags */ V_ParticleFlag_Ground | V_ParticleFlag_PruneWhenStill | V_ParticleFlag_StainWhenPruned, \
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/* Stain rate, pen chance */ 0, 0, \
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/* Base color */ 2.0, 0.5, 0, 1 \
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/* Base color */ 2, 0.5, 0, 1 \
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) \
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\
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/* Air particles */ \
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