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DOUBLE LAYER CLOUDS TEST 5. ALOT OF END SHADER WORK DONE. fix a few tiny issues and some tweaks here and there.
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@ -41,6 +41,7 @@ uniform float rainStrength;
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// uniform int worldTime;
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vec3 sunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition);
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// vec3 sunVec = normalize(LightDir);
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#include "/lib/sky_gradient.glsl"
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@ -104,16 +105,11 @@ void main() {
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pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.90);
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averageSkyCol_Clouds += 2.0*skyCloudsFromTex(pos,colortex4).rgb/maxIT/150.;
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// pos = normalize(vec3(0,1,0));
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// pos.xy += normalize(sample3x3[i]) * vec2(0.3183,0.90);
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averageSkyCol += 1.5*skyFromTex(pos,colortex4).rgb/maxIT/150.; // please dont do an infinite feedback loop....
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averageSkyCol += 1.5*skyFromTex(pos,colortex4).rgb/maxIT/150.;
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}
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/// TOOO DAMN BLUE
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// // only need to sample one spot for this
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// averageSkyCol += 2.0*skyFromTex(normalize(vec3(0.0,1.0,0.0)),colortex4).rgb/150.;
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// only need to sample one spot for this
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vec3 minimumlight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.003 + nightVision);
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averageSkyCol_Clouds = max(averageSkyCol_Clouds, minimumlight);
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averageSkyCol = max(averageSkyCol, minimumlight);
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@ -141,6 +137,8 @@ void main() {
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lightSourceColor = sunVis >= 1e-5 ? sunColor * sunVis : moonColor * moonVis;
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// WsunVec = ( float(sunElevation > 1e-5)*2-1. )*normalize(mat3(gbufferModelViewInverse) * sunPosition);
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#endif
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//////////////////////////////
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