slight temperature effect optimization
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@@ -13,13 +13,19 @@ void main(void) {
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vec4 textureColor = texture2D(myTexture, vTexCoord);
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// red value
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float red = (temperature <= 66.0) ? 1.0 : min(1.0, max(0.0, (329.698727446 * (pow(temperature - 60.0, -0.1332047592)))/255.0));
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float red = (temperature <= 66.0) ? 1.0 : min(1.0, max(0.0,
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(1.2929361861 * pow(temperature - 60.0, -0.1332047592))
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));
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// green value
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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));
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float green = min(1.0, max(0.0,
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(temperature <= 66.0) ? (0.3900815788 * log(temperature) - 0.6318414438) : (1.1298908609 * pow(temperature - 60.0, -0.0755148492))
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));
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// blue value
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float blue = (temperature >= 66.0) ? 1.0 : min(1.0, max(0.0, (138.5177312231 * log(temperature - 10.0) - 305.0447927307)/255.0));
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float blue = (temperature >= 66.0) ? 1.0 : min(1.0, max(0.0,
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(0.5432067891 * log(temperature - 10.0) - 1.1962540891)
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));
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gl_FragColor = vec4(
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textureColor.r*red,
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