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Change default blending function
Remove the rendering of our star
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@@ -128,11 +128,14 @@ vec3 CartesianToSpherical(vec3 _cartesian) {
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}
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vec4 blend(vec4 src, vec4 dst) {
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#if 0
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vec4 o;
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o.a = src.a + dst.a * (1.0f - src.a);
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o.rgb = (src.rgb*src.a + dst.rgb*dst.a* (1.0f - src.a));
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return o;
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//return mix(src, dst, dst.a*(1.0f - src.a));
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#else
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return mix(src, dst, dst.a*(1.0f - src.a));
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#endif
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}
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void blendStep(inout vec4 dst, in vec4 src, in float stepSize) {
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@@ -74,7 +74,6 @@ void main() {
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}
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vec4 textureColor = texture(psfTexture, texCoord);
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// textureColor.a = sqrt(textureColor.a);
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vec4 fullColor = vec4(color.rgb, textureColor.a);
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const float minPixelSize = 25;
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@@ -89,10 +88,6 @@ void main() {
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// float depth = 10000.0;
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// gl_FragDepth = depth;
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// Ease the workload on the abuffer a bit
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if (textureColor.a < 0.1)
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discard;
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ABufferStruct_t frag = createGeometryFragment(fullColor, position, depth);
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addToBuffer(frag);
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}
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@@ -55,6 +55,9 @@ uniform mat4 projection;
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uniform float scaleFactor;
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void main() {
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if ((psc_position[0].x == 0.0) && (psc_position[0].y == 0.0) && (psc_position[0].z == 0.0))
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return;
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ge_brightness = vs_brightness[0];
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ge_velocity = vs_velocity[0];
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ge_speed = vs_speed[0];
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