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float u_contrastingP = u_useHighContrast ? 8 : 2.5;
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vec3 plainColor = u_cmapRatio * cmap + ( 1.0 - u_cmapRatio ) * vec3( u_contrastingS * pow( advected, u_contrastingP ) );
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// plainColor += 1.5*( 1.0 - u_cmapRatio ) * vec3( u_contrastingS * pow( advected, u_contrastingP ), 0.0, 0.0 );
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mix( plainColor, u_useEdgesColor.xyz, smoothstep( 0, u_useEdgesStep, edge ) ) // plain color mapped advection texture with edges
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* clamp( 1.0 - ( float( u_useDepthCueing ) * depth * depth ), 0.4, 1.0 ) // scaled by depth if enabled