diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 9aa8d59..2c6c632 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -333,7 +333,7 @@ vec4 renderClouds( vec3 normView = normalize(dV_view); // Assume fog color = sky gradient at long distance vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0; - float dist = max(cameraPosition.y+CumulusHeight,abs(CumulusHeight))/abs(normView.y); + float dist = min(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001); float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.)); // if(IntersecTerrain) fog = 1.0;