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synced 2025-06-22 00:37:35 +08:00
cave fog changes color in some places, biome fog tweaks
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@ -60,6 +60,7 @@ uniform float darknessLightFactor;
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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@ -275,9 +276,10 @@ void main() {
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// float fogdistfade = clamp( pow(1.0 - exp((length(fragpos) / far) * -5), 2.0) ,0.0,1.0);
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// // float fogfade = clamp( exp(clamp(np3.y * 0.35 + 0.35,0,1) * -5.0) ,0.0,1.0) * 0.1;
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vec3 cavefogCol = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B);
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BiomeFogColor(cavefogCol);
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color.rgb = mix(color.rgb, vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade + (blueNoise()-0.5)*0.01, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor) * clamp( 1.5 - np3.y,0.,1)) ;
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color.rgb = mix(color.rgb, cavefogCol*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor) * clamp( 1.5 - np3.y,0.,1)) ;
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// color.rgb = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B)*fogfade ;
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}
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#endif
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