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fix(intro): punch exposure on impacts instead of adding a grey veil
Additive flashes lifted the blacks to visible grey after gamma; scale the exposure instead so only lit pixels brighten. Also drop the scratch GL test. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01KqP857pippaUs6konSDfe8
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@@ -148,8 +148,8 @@ export function createPost(renderer, W, H, hudCanvas) {
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bl.g = texture2D(tBloom, uv).g;
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bl.b = texture2D(tBloom, uv - ab * 1.5).b;
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col += bl * uBloom;
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col *= uExposure;
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col += vec3(0.75, 0.95, 1.0) * uFlash;
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// flashes punch exposure instead of adding a veil, so blacks stay black
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col *= uExposure * (1.0 + uFlash * 6.0);
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col = aces(col);
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// vignette
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float vig = smoothstep(0.95, 0.18, length(d * vec2(uRes.x / uRes.y, 1.0) * 0.82));
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