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make underwater ambient fog better when in caves
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@ -41,6 +41,7 @@ uniform int frameCounter;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform ivec2 eyeBrightnessSmooth;
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uniform ivec2 eyeBrightness;
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uniform float frameTimeCounter;
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uniform int isEyeInWater;
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uniform vec2 texelSize;
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@ -181,7 +182,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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vec3 p3 = mat3(gbufferModelViewInverse) * rayEnd;
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vec3 np3 = normVec(p3);
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float ambfogfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0) ;
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vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) + ambfogfade*0.5 ;
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vec3 ambientMul = exp(-max(estEyeDepth - dY * d,0.0) * waterCoefs) + ambfogfade*0.5 * clamp(eyeBrightnessSmooth.y/240.0,0.1,1.0);
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vec3 sunMul = exp(-max((estEyeDepth - dY * d) ,0.0)/abs(refractedSunVec.y) * waterCoefs)*cloudShadow;
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float sunCaustics = waterCaustics(progressW, WsunVec);
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