slight temperature effect optimization

This commit is contained in:
itsmattkc
2018-10-19 23:45:44 +11:00
parent 2a44fa5dd3
commit ca3f5aa0ba
+9 -3
View File
@@ -13,13 +13,19 @@ void main(void) {
vec4 textureColor = texture2D(myTexture, vTexCoord);
// red value
float red = (temperature <= 66.0) ? 1.0 : min(1.0, max(0.0, (329.698727446 * (pow(temperature - 60.0, -0.1332047592)))/255.0));
float red = (temperature <= 66.0) ? 1.0 : min(1.0, max(0.0,
(1.2929361861 * pow(temperature - 60.0, -0.1332047592))
));
// green value
float green = min(1.0, max(0.0, ((temperature <= 66.0) ? (99.4708025861 * log(temperature) - 161.1195681661) : 288.1221695283 * (pow(temperature - 60.0, -0.0755148492)))/255.0));
float green = min(1.0, max(0.0,
(temperature <= 66.0) ? (0.3900815788 * log(temperature) - 0.6318414438) : (1.1298908609 * pow(temperature - 60.0, -0.0755148492))
));
// blue value
float blue = (temperature >= 66.0) ? 1.0 : min(1.0, max(0.0, (138.5177312231 * log(temperature - 10.0) - 305.0447927307)/255.0));
float blue = (temperature >= 66.0) ? 1.0 : min(1.0, max(0.0,
(0.5432067891 * log(temperature - 10.0) - 1.1962540891)
));
gl_FragColor = vec4(
textureColor.r*red,