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AUAUGHAUHGUAGHAGUH fix the fix again
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@ -333,7 +333,7 @@ vec4 renderClouds(
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vec3 normView = normalize(dV_view);
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vec3 normView = normalize(dV_view);
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// Assume fog color = sky gradient at long distance
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// Assume fog color = sky gradient at long distance
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vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0;
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vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0;
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float dist = min(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001);
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float dist = max(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001);
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float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.));
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float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.));
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// if(IntersecTerrain) fog = 1.0;
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// if(IntersecTerrain) fog = 1.0;
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