Files
aladin-lite/src/glsl/webgl2/catalogs/catalog.frag
T
2026-05-28 16:20:46 +02:00

16 lines
383 B
GLSL

#version 300 es
precision highp float;
in vec2 out_uv;
in vec3 out_p;
out vec4 color;
uniform sampler2D kernel_texture;
uniform float max_density; // max number of sources in a kernel sized HEALPix cell at the current depth
uniform float fov;
uniform float strength;
void main() {
color = texture(kernel_texture, out_uv) / max(log2(fov*100.0), 1.0);
color.r *= strength;
}