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Forgot to put this back hahaah...
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@ -215,7 +215,7 @@ vec4 renderClouds(
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vec3 dV_view = normalize(fragpos.xyz);
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vec3 dV_view = normalize(fragpos.xyz);
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// dV_view.y += 0.05;
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dV_view.y += 0.05;
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vec3 dV_view2 = dV_view;
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vec3 dV_view2 = dV_view;
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float mult2 = length(dV_view2);
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float mult2 = length(dV_view2);
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@ -337,7 +337,7 @@ vec4 renderClouds(
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// Assume fog color = sky gradient at long distance
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// Assume fog color = sky gradient at long distance
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vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0;
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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 dist = max(cameraPosition.y+CumulusHeight,max(CumulusHeight,150))/(abs(normView.y)+0.001);
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float fog = exp(dist / -15000.0 * (1.0+rainCloudwetness*8.));
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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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// if(IntersecTerrain) fog = 1.0;
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