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forgot to turn off nether debugging for fog ahaha
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@ -74,25 +74,23 @@ vec4 GetVolumetricFog(
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vec3 progress = start.xyz + d*dV;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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float densityVol = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
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float density = min(densityVol,0.019);
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// do main lighting
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float Density = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
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float fireLight = cloudVol(progressW - vec3(0,1,0)) * clamp(exp(abs(progressW.y-30) / -1),0,1);
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float fireLight = cloudVol(progressW - vec3(0,1,0)) * clamp(exp(max(30 - progressW.y,0.0) / -10.0),0,1);
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vec3 vL0 = vec3(1.0,0.4,0.2) * exp(fireLight * -25) * exp(max(progressW.y-30,0.0) / -10) * 25;
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vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(densityVol * -1)) / 10 ;
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vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
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// do background fog lighting
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float AirDensity = 0.01;
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float Air = 0.01;
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vec3 vL1 = fogcolor / 20.0;
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;
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vL += (vL1 - vL1*exp(-AirDensity*dd*dL)) * absorbance;
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vL += (vL0 - vL0*exp(-density*dd*dL)) * absorbance;
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vL += (vL1 - vL1*exp(-Air*dd*dL)) * absorbance;
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vL += (vL0 - vL0*exp(-Density*dd*dL)) * absorbance;
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absorbance *= exp(-(density+AirDensity)*dd*dL);
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absorbance *= exp(-(Density+Air)*dd*dL);
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if (absorbance < 1e-5) break;
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}
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