Can't remember, is that the one that's implemented with performance counters on GC?
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Ah no, it's the EFB depth peeks one! I'm guessing webgl makes it hard to do depth buffer readbacks?
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is it because of the gamecube's weird ability to tell how many pixels are painted, like how that one manta ray cleanup mission in Mario Galaxy is so hard to emulate right
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I'm an idiot, so the only way I can think of doing this is by trying to raycast from the player to the sun and then toggling the effect depending of it it hits something.
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Looks like a bunch of discrete raster assets changing size and alpha value based on how much of the sun is occluded, some with explicit relation to one another. They’ve also gotta be sorted above everything else but still attached to the sun’s position, I imagine.
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On second viewing it appears the size of the lens flare is actually tied to the sun’s position relative to the camera’s field of view, whereas upon occlusion the elements of the flare all individually shrink towards their individual origin points…?
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Had to make the flare's size scale to the user's window size?
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Čini se da učitavanje traje već neko vrijeme.
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