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Make number of taps increase faster with blur intensity
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@ -355,7 +355,7 @@ fn fetch_transmissive_background(offset_position: vec2<f32>, frag_coord: vec3<f3
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let blur_intensity = perceptual_roughness / distance;
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// Number of taps scale with blur intensity
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let num_taps = i32(max(min(blur_intensity * 5.0, 1.0) * f32(MAX_TRANSMISSIVE_TAPS), 1.0));
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let num_taps = i32(max(min(blur_intensity * 15.0, 1.0) * f32(MAX_TRANSMISSIVE_TAPS), 1.0));
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let num_spirals = (num_taps >> 3u) + 1;
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let random_angle = interleaved_gradient_noise(frag_coord.xy);
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