boost ring brightness
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@ -7,6 +7,7 @@
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@group(2) @binding(1) var<uniform> jupiter_radius: f32;
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const jupiter_radius_Mm: f32 = 71.492;
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const brightness = 0.05;
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fn smooth_edge(start: f32, end: f32, value: f32) -> f32 {
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var x: f32 = (value - start) / (end - start);
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@ -59,7 +60,7 @@ fn ring_density(radius: f32) -> f32 {
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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let jupiter_percent = jupiter_radius / ring_radius;
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let color = vec3<f32>(0.3, 0.3, 0.3);
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var alpha = 0.02;
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var alpha = brightness;
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let r_uv = 2 * distance(in.uv, vec2<f32>(0.5));
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let r = r_uv * ring_radius / jupiter_radius * jupiter_radius_Mm;
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