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fix a stinky in the end fog, make a temporary work around for clouds making stars vanish at high y coords
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@ -882,7 +882,7 @@ void main() {
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vec4 cloud = texture2D_bicubic(colortex0,texcoord*CLOUDS_QUALITY);
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background = background*cloud.a + cloud.rgb;
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if(eyeAltitude < 25000) background = background*cloud.a + cloud.rgb;
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gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.);
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#endif
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@ -75,6 +75,7 @@ float blueNoise2(){
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -85,7 +85,7 @@ vec3 LightSourcePosition(vec3 WorldPos, vec3 CameraPos){
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Origin = WorldPos - CameraPos ;
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#ifdef THE_ORB
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if(ManualLightPos == 0.0){
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if(ManualLightPos.x == 0.0 && ManualLightPos.y == 0.0 && ManualLightPos.z == 0.0){
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#endif
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float nosie = (densityAtPosFog(Origin / 30 + sin(frameTimeCounter/5)*100)-0.15) * 15 ;
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@ -347,9 +347,7 @@ vec4 renderClouds(
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vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0;
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float dist = max(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001);
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float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.));
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// if(IntersecTerrain) fog = 1.0;
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return mix(vec4(fogColor,0.0), vec4(color,total_extinction), fog);
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// return vec4(color,total_extinction);
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}
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