lock threat: increase chromatic aberration multiplier for low threat visibility

This commit is contained in:
Damocles 2026-04-22 23:30:58 +02:00
parent 130627f39c
commit 2c370afe8e

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@ -25,7 +25,7 @@ void main() {
float intensity = threat + pulse * threat * 0.4; float intensity = threat + pulse * threat * 0.4;
// Chromatic aberration - RGB channel split increasing with threat // Chromatic aberration - RGB channel split increasing with threat
float aberration = intensity * 0.008; float aberration = intensity * 0.02;
float r = texture(source, uv + vec2(aberration, 0.0)).r; float r = texture(source, uv + vec2(aberration, 0.0)).r;
float g = texture(source, uv).g; float g = texture(source, uv).g;
float b = texture(source, uv - vec2(aberration, 0.0)).b; float b = texture(source, uv - vec2(aberration, 0.0)).b;