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5 lines
200 B
GLSL
5 lines
200 B
GLSL
vec4 rhoSampler(inout vec4 finalColor, vec3 position) {
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float intensity = texture(BatsrusRhoVolume, position).x;
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return texture(BatsrusRhoTF, intensity);
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//blendStep(finalColor, color, stepSize);
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} |