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ninja fix moon light in underwater fog
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@ -401,7 +401,7 @@ void main() {
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// estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0);
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vec3 vl = vec3(0.0);
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waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(fragpos), normalize(sunVec) ));
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waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, ambientColVol, lightColVol*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)) , dot(normalize(fragpos), normalize(sunVec) * lightCol.a ));
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gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
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}
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