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reduce opacity
When visualizing a particular light path, other light paths should be either dimmed a lot more, or desaturated, or both: this requires experimentation (see screenshot [3] below).
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src/appleseed.studio/resources/shaders/lightpaths.vert

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -79,7 +79,7 @@ void main() {
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{
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//starting point uses (next - current)
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dir = normalize(next_screen - curr_screen);
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}
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}
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else if ((v_direction_start_end & 4) == 4)
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{
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//ending point uses (current - previous)
@@ -99,7 +99,7 @@ void main() {
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vec2 expansion = perp_dir;
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if (tdp > 0.05)
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expansion = tang_clip / tdp;
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vec2 norm_exp = normalize(expansion);
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vec2 res_exp_dir = vec2(norm_exp.x * u_res.x, norm_exp.y * u_res.y);
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f_aspect_expansion_len = length(res_exp_dir);
@@ -115,6 +115,6 @@ void main() {
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f_aa_norm = orientation;
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bool is_selected = gl_VertexID >= u_first_selected && gl_VertexID < u_last_selected;
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float a = is_selected ? 1.0 : 0.2;
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float a = is_selected ? 1.0 : 0.05;
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f_color = vec4(v_color, a);
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}

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