vec3 p3 = from + (s3 + zoffset) * dir / (0.500 / 0.5);
becomes:
vec3 p3 = from + (s3 + zoffset) * dir / (0.500 / (injectionSwitch.x > injectionSwitch.y ? 0.5 : 0.5));
This small change causes the background to be more blue compared to the original. What is interesting in this case is that the value of injectionSwitch should not matter, as the ternary expression will always evaluate to the same value. Tested using Chrome and Firefox.
[Shaders, screenshots, error log, reproduction steps, platform info, etc.] [ZIP]
In the shader, line:
vec3 p3 = from + (s3 + zoffset) * dir / (0.500 / 0.5);
becomes:
vec3 p3 = from + (s3 + zoffset) * dir / (0.500 / (injectionSwitch.x > injectionSwitch.y ? 0.5 : 0.5));
This small change causes the background to be more blue compared to the original. What is interesting in this case is that the value of injectionSwitch should not matter, as the ternary expression will always evaluate to the same value. Tested using Chrome and Firefox.
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