diff --git a/shaders/lib/volumetricFog.glsl b/shaders/lib/volumetricFog.glsl index fe16389..b64925f 100644 --- a/shaders/lib/volumetricFog.glsl +++ b/shaders/lib/volumetricFog.glsl @@ -28,7 +28,6 @@ float cloudVol(in vec3 pos){ vec3 samplePos = pos*vec3(1.0,1./24.,1.0); vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0); - float mult = exp( -max((pos.y - SEA_LEVEL) / 35.,0.0)); float fog_shape = 1.0 - densityAtPosFog(samplePos * 24.0 ); float fog_eroded = 1.0 - densityAtPosFog(samplePos2 * 200.0 ); diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 1efb662..204e29b 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -273,10 +273,11 @@ variable.int.BiomeTransitionTime = 30 uniform.float.isJungles = smooth(6, if(in(biome,23,24,25), 1,0), BiomeTransitionTime,BiomeTransitionTime) uniform.float.isSwamps = smooth(7, if(in(biome,6,7), 1,0), BiomeTransitionTime,BiomeTransitionTime) + uniform.float.noPuddleAreas = smooth(8, if(in(biome,5,16,17,18,26, 27, 28, 3, 4, 16,31,32,33,34, 37, 39, 48), 0,1), 5,5) -uniform.float.sandStorm = smooth(9, if(in(biome,5,26,27,28), rainStrength,0), 5,5) -uniform.float.snowStorm = smooth(10, if(in(biome,31,32,33,34), rainStrength,0), 5,5) +uniform.float.sandStorm = smooth(9, if(in(biome,5,26,27,28), rainStrength,0), 15,15) +uniform.float.snowStorm = smooth(10, if(in(biome,31,32,33,34), rainStrength,0), 15,15) # uniform.float.isLush = smooth(8, if(in(biome,10,50), 1,0), BiomeTransitionTime,BiomeTransitionTime)