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fix cloud horizon line when sky ground is off
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@ -35,6 +35,7 @@ uniform float sunElevation;
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// uniform float far;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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uniform float near;
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uniform int frameCounter;
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uniform float frameTimeCounter;
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@ -64,7 +65,7 @@ uniform float caveDetection;
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#include "/lib/DistantHorizons_projections.glsl"
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float DH_ld(float dist) {
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return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
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return (2.0 * near) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
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}
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float DH_inv_ld (float lindepth){
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return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
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