diff --git a/projects/voxelization/resources/shaders/lensFlares.comp b/projects/voxelization/resources/shaders/lensFlares.comp index ce27d8850b709f61332d467914ddc944dc63109f..e51bc0ae03fddaae18c727557e59824aa82e25dd 100644 --- a/projects/voxelization/resources/shaders/lensFlares.comp +++ b/projects/voxelization/resources/shaders/lensFlares.comp @@ -12,7 +12,7 @@ vec3 sampleColorChromaticAberration(vec2 _uv) vec2 toCenter = (vec2(0.5) - _uv); vec3 colorScales = vec3(-1, 0, 1); - float aberrationScale = 0.1; + float aberrationScale = 0.15; vec3 scaleFactors = colorScales * aberrationScale; float r = texture(sampler2D(blurBuffer, linearSampler), _uv + toCenter * scaleFactors.r).r; @@ -26,7 +26,7 @@ vec3 ghost_vectors(vec2 _uv) { vec2 ghost_vec = (vec2(0.5f) - _uv); - const uint c_ghost_count = 64; + const uint c_ghost_count = 8; const float c_ghost_spacing = length(ghost_vec) / c_ghost_count; ghost_vec *= c_ghost_spacing; @@ -55,7 +55,7 @@ vec3 halo(vec2 _uv) { const float c_aspect_ratio = float(imageSize(lensBuffer).x) / float(imageSize(lensBuffer).y); const float c_radius = 0.6f; - const float c_halo_thickness = 0.1f; + const float c_halo_thickness = 0.08f; vec2 halo_vec = vec2(0.5) - _uv; //halo_vec.x /= c_aspect_ratio; @@ -75,11 +75,7 @@ vec3 halo(vec2 _uv) float distance_to_border = c_halo_thickness - distance_to_halo; halo_weight = distance_to_border / c_halo_thickness; - //halo_weight = clamp((halo_weight / 0.4f), 0.0f, 1.0f); - halo_weight = pow(halo_weight, 2.0f); - - - //halo_weight = 1.0f; + halo_weight = pow(clamp(halo_weight + 0.1, 0, 1), 2); } return sampleColorChromaticAberration(_uv + halo_vec) * halo_weight;