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small tweak
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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) * lightCol.a ));
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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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@ -316,7 +316,7 @@ void main() {
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// bloomy rain effect
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
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if(rainDrops > 0.0) vl.a *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
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if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,1),0.0,1.0);
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/// lava.
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if (isEyeInWater == 2){
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