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Parameter tuning for RenderableStars
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@@ -73,7 +73,7 @@ void main() {
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// These can be removed once we get a better star psf texture ---abock
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vec4 textureColor = texture(psfTexture, texCoord);
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textureColor.a = (textureColor.a - 0.25) / (0.75);
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textureColor.a = (textureColor.a - 0.25) / (0.85);
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vec4 fullColor = textureColor * color;
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if (fullColor.a <= 0.125)
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@@ -68,7 +68,7 @@ void main() {
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float M = vs_brightness[0].z;
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M = clamp(M, 1.0, 5.0);
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float modifiedSpriteSize = exp((-18 - M) * 0.871) * 200000 ;
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float modifiedSpriteSize = exp((-5 - M) * 0.871);
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for(int i = 0; i < 4; i++){
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vec4 p1 = gl_in[0].gl_Position;
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@@ -499,7 +499,7 @@ void RenderableStars::createDataSlice(ColorOption option) {
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float distLy = _fullData[i + 6];
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float normalizedDist = (distLy - minDistance) / (maxDistance - minDistance);
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float distance = 18.f - normalizedDist / 2.f ;
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float distance = 18.f - normalizedDist / 1.f ;
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psc position = psc(glm::vec4(p, distance));
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