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Update shaders/star_vert.glsl
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shaders/star_vert.glsl

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@@ -28,7 +28,7 @@ void main(void)
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else
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{
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float max_br = sqrt(max(color0.r, max(color0.g, color0.b)));
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float max_theta = 0.33435822702992773 * 0.2 * sqrt(max_br); // glare radius
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float max_theta = 0.2 * sqrt(max_br); // glare radius
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float k = 3.3e-5 * pow(max_theta, -2.5); // common constant, depending originally on star brightness
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float min_theta = max_theta / (pow(k, -0.5) + 1.0);
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pointSize = floor(max_theta / (sqrt(0.5 * br_limit / (k * max_br)) + 1.0) / degree_per_px);

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