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https://github.com/X0nk/Bliss-Shader.git
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fix tiny issue
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@ -250,12 +250,12 @@ vec4 InsideACloudFog(
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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float cloudhsadow = 1;
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW);
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cloudhsadow = sh * GetCloudShadow_VLFOG(progressW);
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#endif
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float densityVol = cloudVol(progressW);
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@ -269,20 +269,19 @@ vec4 InsideACloudFog(
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vec3 rL = rC*airCoef.x;
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vec3 m = (airCoef.y+density)*mC;
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vec3 DirectLight = (Fog_SunCol*sh) * (rayL*rL+m*mie);
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vec3 DirectLight = (Fog_SunCol*cloudhsadow) * (rayL*rL+m*mie);
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vec3 AmbientLight = Fog_SkyCol * m;
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vec3 AtmosphericFog = Fog_SkyCol * (rL+m) ;
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// extra fog effects
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vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * RainFog_amount;
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vec3 CaveRays = (sunColor*sh) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
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vec3 rainRays = (sunColor*cloudhsadow) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * RainFog_amount;
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vec3 CaveRays = (sunColor*cloudhsadow) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
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vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
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color += (vL0 - vL0 * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*total_extinction;
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total_extinction *= dot(clamp(exp(-(rL+m)*dd*dL),0.0,1.0), vec3(0.333333));
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sh = 1.0; // make sure cloud shadows dont shadow the clouds hurhur
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progress_view = progressW;
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float cumulus = GetCumulusDensity(progress_view, 1);
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@ -304,9 +303,9 @@ vec4 InsideACloudFog(
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Sunlight += shadow / (1 + j);
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MoonLight += shadow;
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}
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Sunlight += 1.0 - sh;
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MoonLight += 1.0 - sh;
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Sunlight += (1-sh) * 100.;
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MoonLight += (1-sh) * 100.;
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#ifdef Altostratus
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// cast a shadow from higher clouds onto lower clouds
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