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small fix for light scattering
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@ -588,7 +588,7 @@ DependentOption = D_BLOOM
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GUIName = Scattering Intensity
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OptionName = I_SINTENSITY
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MinValue = 0.0
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MaxValue = 1.0
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MaxValue = 4.0
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StepAmount = 0.01
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DefaultValue = 0.1
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DependentOption = D_BLOOM
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@ -2016,7 +2016,7 @@ void BloomMerger()
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float depth = SampleDepth();
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float linearcomponent = (GetOption(G_SEND) - depth) / (GetOption(G_SEND) - GetOption(F_SSTART));
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depth = depth * GetOption(E_SDENSITY);
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lumColor.rgb = lerp(basecolor, lumColor.rgb, saturate(GetOption(I_SINTENSITY) + lumColor.a));
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lumColor.rgb = lerp(basecolor, lumColor.rgb, saturate(GetOption(I_SINTENSITY) * lumColor.a));
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basecolor = lerp(lumColor.rgb, basecolor, clamp(linearcomponent / exp(depth * depth), 0.0, 1.0));
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}
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float4 mergedcolor = float4(basecolor + blur.rgb, 1.0);
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@ -588,7 +588,7 @@ DependentOption = D_BLOOM
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GUIName = Scattering Intensity
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OptionName = I_SINTENSITY
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MinValue = 0.0
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MaxValue = 1.0
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MaxValue = 4.0
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StepAmount = 0.01
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DefaultValue = 0.1
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DependentOption = D_BLOOM
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@ -2014,7 +2014,7 @@ void BloomMerger()
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float depth = SampleDepth();
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float linearcomponent = (GetOption(G_SEND) - depth) / (GetOption(G_SEND) - GetOption(F_SSTART));
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depth = depth * GetOption(E_SDENSITY);
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lumColor.rgb = lerp(basecolor, lumColor.rgb, saturate(GetOption(I_SINTENSITY) + lumColor.a));
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lumColor.rgb = lerp(basecolor, lumColor.rgb, saturate(GetOption(I_SINTENSITY) * lumColor.a));
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basecolor = lerp(lumColor.rgb, basecolor, clamp(linearcomponent / exp(depth * depth), 0.0, 1.0));
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}
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float4 mergedcolor = float4(basecolor + blur.rgb, 1.0);
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