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fix "the end orb" debug view
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@ -265,17 +265,22 @@ vec4 GetVolumetricFog(
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//------ END STORM EFFECT
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//------ END STORM EFFECT
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// determine where the vortex area ends and chaotic lightning area begins.
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float vortexBounds = clamp(vortexBoundRange - length(progressW), 0.0,1.0);
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vec3 lightPosition = LightSourcePosition(progressW, cameraPosition, vortexBounds);
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vec3 lightColors = LightSourceColors(vortexBounds, lightningflash);
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float volumeDensity = fogShape(progressW);
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float volumeDensity = fogShape(progressW);
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float clearArea = 1.0-min(max(1.0 - length(progressW - cameraPosition) / 100,0.0),1.0);
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float clearArea = 1.0-min(max(1.0 - length(progressW - cameraPosition) / 100,0.0),1.0);
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float stormDensity = min(volumeDensity, clearArea*clearArea * END_STORM_DENSTIY);
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float stormDensity = min(volumeDensity, clearArea*clearArea * END_STORM_DENSTIY);
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#ifdef THE_ORB
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stormDensity += min(50.0*max(1.0 - length(lightPosition)/10,0.0),1.0);
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#endif
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float volumeCoeff = exp(-stormDensity*dd*dL);
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float volumeCoeff = exp(-stormDensity*dd*dL);
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// determine where the vortex area ends and chaotic lightning area begins.
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float vortexBounds = clamp(vortexBoundRange - length(progressW), 0.0,1.0);
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vec3 lightPosition = LightSourcePosition(progressW, cameraPosition, vortexBounds);
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vec3 lightColors = LightSourceColors(vortexBounds, lightningflash);
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vec3 lightsources = LightSourceLighting(progressW, lightPosition, dither2, volumeDensity, lightColors, vortexBounds);
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vec3 lightsources = LightSourceLighting(progressW, lightPosition, dither2, volumeDensity, lightColors, vortexBounds);
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vec3 indirect = vec3(0.5,0.75,1.0) * 0.2 * (exp((volumeDensity*volumeDensity) * -50) * 0.9 + 0.1);
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vec3 indirect = vec3(0.5,0.75,1.0) * 0.2 * (exp((volumeDensity*volumeDensity) * -50) * 0.9 + 0.1);
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@ -1,4 +1,4 @@
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#define SHADER_VERSION_LABEL 481 // [481]
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#define SHADER_VERSION_LABEL 482 // [482]
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#define saturate(x) clamp(x,0.0,1.0)
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#define saturate(x) clamp(x,0.0,1.0)
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