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Fix sun quad visibility, minimap opacity, audio scaling, and rename music toggle
- Tighten celestial glow falloff and edge fade to eliminate visible quad boundary - Add opacity support to minimap display shader, synced with UI opacity setting - Fix audio double/triple-scaling by removing redundant master volume multiplications - Rename "Original Soundtrack" toggle to "Enable WoWee Music" - Add About tab with developer info and GitHub link
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7 changed files with 23 additions and 8 deletions
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@ -31,14 +31,13 @@ void main() {
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float disc = smoothstep(0.42, 0.35, dist);
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// Soft glow that fades to zero well within quad bounds
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// At dist=0.5 (quad edge), this should be negligible
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float glow = exp(-dist * dist * 18.0) * 0.5;
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float glow = exp(-dist * dist * 32.0) * 0.5;
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// Combine disc and glow
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float alpha = max(disc, glow) * push.intensity;
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// Fade to zero well before quad edges
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float edgeFade = 1.0 - smoothstep(0.35, 0.48, dist);
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float edgeFade = 1.0 - smoothstep(0.30, 0.38, dist);
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alpha *= edgeFade;
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vec3 color = push.celestialColor.rgb;
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@ -56,7 +55,7 @@ void main() {
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float phaseShadow = smoothstep(-0.1, 0.1, phaseX);
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alpha *= mix(phaseShadow, 1.0, step(0.5, push.intensity));
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if (alpha < 0.003) discard;
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if (alpha < 0.01) discard;
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// Pre-multiply for additive blending: RGB is the light contribution
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outColor = vec4(color * alpha, alpha);
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}
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@ -9,6 +9,7 @@ layout(push_constant) uniform Push {
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float arrowRotation;
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float zoomRadius;
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int squareShape;
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float opacity;
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} push;
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layout(location = 0) in vec2 TexCoord;
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@ -63,5 +64,5 @@ void main() {
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mapColor.rgb *= 1.0 - border * 0.7;
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}
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outColor = mapColor;
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outColor = vec4(mapColor.rgb, mapColor.a * push.opacity);
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}
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