oopsi doopsi compile error fixed

This commit is contained in:
Xonk
2025-03-10 22:18:36 -04:00
parent 4d05596b1d
commit 16a60466d8

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@ -142,7 +142,7 @@ float GetCloudShadow(vec3 playerPos, vec3 sunVector){
#endif #endif
#ifdef CloudLayer1 #ifdef CloudLayer1
startPosition = playerPos + sunVector / abs(sunVector.y) * max((CloudLayer1_height + 20.0) - playerPos.y, 0.0); startPosition = playerPos + sunVector / abs(sunVector.y) * max((CloudLayer1_height + 20.0) - playerPos.y, 0.0);
cloudShadows += getCloudShape(LARGECUMULUS_LAYER, 0, startPosition, CloudLayer1_height, CloudLayer1_height+90.0.0)*dailyWeatherParams1.y; cloudShadows += getCloudShape(LARGECUMULUS_LAYER, 0, startPosition, CloudLayer1_height, CloudLayer1_height+90.0)*dailyWeatherParams1.y;
#endif #endif
#ifdef CloudLayer2 #ifdef CloudLayer2
startPosition = playerPos + sunVector / abs(sunVector.y) * max(CloudLayer2_height - playerPos.y, 0.0); startPosition = playerPos + sunVector / abs(sunVector.y) * max(CloudLayer2_height - playerPos.y, 0.0);
@ -236,9 +236,8 @@ vec4 raymarchCloud(
vec3 skyScattering, vec3 skyScattering,
float distanceFade, float distanceFade,
float referenceDistance float referenceDistance,
vec3 sampledSkyCol
,vec3 sampledSkyCol
){ ){
vec3 color = vec3(0.0); vec3 color = vec3(0.0);
@ -386,7 +385,7 @@ vec3 getRayOrigin(
return position; return position;
} }
// uniform float dhFarPlane;
vec4 GetVolumetricClouds( vec4 GetVolumetricClouds(
vec3 viewPos, vec3 viewPos,
vec2 dither, vec2 dither,
@ -433,7 +432,7 @@ vec4 GetVolumetricClouds(
///------- setup the ray ///------- setup the ray
// vec3 cloudDist = vec3(1.0); cloudDist.xz = mix(vec2(255.0), vec2(5.0), clamp(maxHeight - cameraPosition.y,0.0,1.0)); // vec3 cloudDist = vec3(1.0); cloudDist.xz = mix(vec2(255.0), vec2(5.0), clamp(maxHeight - cameraPosition.y,0.0,1.0));
vec3 cloudDist = vec3(1.0); vec3 cloudDist = vec3(1.0);
cloudDist.xz = mix(vec2(255.0), vec2(5.0), clamp(cameraPosition.y - minHeight,0.0,clamp((maxHeight-15) - cameraPosition.y ,0.0,1.0))); cloudDist.xz = mix(vec2(255.0), vec2(5.0), clamp(cameraPosition.y - minHeight,0.0,clamp((maxHeight-5) - cameraPosition.y ,0.0,1.0)));
// vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/abs(NormPlayerPos.y)/samples); // vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/abs(NormPlayerPos.y)/samples);
vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/length(NormPlayerPos.xyz/cloudDist)/samples); vec3 rayDirection = NormPlayerPos.xyz * (cloudheight/length(NormPlayerPos.xyz/cloudDist)/samples);