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Avoid negative x pow UB in linear bloom
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1 changed files with 3 additions and 2 deletions
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@ -80,8 +80,9 @@ 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, 2.0)+1.0;
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radius *= pow(texcoord.y*2.0-1.0, 2.0)+1.0;
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texcoord = texcoord * 2.0 - vec2(1.0);
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radius *= texcoord.x * texcoord.x + 1.0;
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radius *= texcoord.y * texcoord.y + 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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