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@ -80,8 +80,8 @@ shared {
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radius = max(radius, 0.1);
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// hack: make the radius wider on the screen edges
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// (makes things in the corner of the screen look less "wrong" with not-extremely-low FOVs)
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radius *= pow(texcoord.x*2.0-1.0, 2)+1.0;
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radius *= pow(texcoord.y*2.0-1.0, 2)+1.0;
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radius *= pow(texcoord.x*2.0-1.0, 2.0)+1.0;
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radius *= pow(texcoord.y*2.0-1.0, 2.0)+1.0;
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return radius;
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}
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vec3 powv(vec3 a, float x)
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@ -94,7 +94,7 @@ render_target RT_NoMipmap {
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width_ratio = 0.25;
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height_ratio = 0.25;
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internal_format = rgb16f;
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source_type = float;
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source_type = half_float;
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source_format = rgb;
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mipmaps = false;
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min_filter = nearest;
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@ -105,7 +105,7 @@ render_target RT_Horizontal {
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width_ratio = 0.25;
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height_ratio = 0.25;
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internal_format = rgb16f;
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source_type = float;
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source_type = half_float;
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source_format = rgb;
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mipmaps = false;
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min_filter = nearest;
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@ -116,7 +116,7 @@ render_target RT_Vertical {
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width_ratio = 0.25;
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height_ratio = 0.25;
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internal_format = rgb16f;
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source_type = float;
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source_type = half_float;
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source_format = rgb;
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mipmaps = false;
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min_filter = linear;
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