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potential fix for cloud depth intersection max distance being too short for DH LODs
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@ -359,7 +359,7 @@ vec3 getRayOrigin(
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return position;
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}
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// uniform float dhFarPlane;
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vec4 GetVolumetricClouds(
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vec3 viewPos,
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vec2 dither,
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@ -382,7 +382,7 @@ vec4 GetVolumetricClouds(
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float heightRelativeToClouds = clamp(1.0 - max(cameraPosition.y - minHeight,0.0) / 100.0 ,0.0,1.0);
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#if defined DISTANT_HORIZONS
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float maxdist = dhRenderDistance + 16 * 32;
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float maxdist = dhFarPlane;
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#else
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float maxdist = far + 16*5.0;
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#endif
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