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fix fog in caves
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@ -147,7 +147,7 @@ vec4 GetVolumetricFog(
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skyLightPhased = max(skyLightPhased + skyLightPhased*(normalize(wpos).y*0.9+0.1),0.0);
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LightSourcePhased *= mie;
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float lightleakfix = 1; //clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 SkyLightColor = AmbientColor;
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