diff --git a/shaders/lib/volumetricFog.glsl b/shaders/lib/volumetricFog.glsl index 2fe93dd..fe16389 100644 --- a/shaders/lib/volumetricFog.glsl +++ b/shaders/lib/volumetricFog.glsl @@ -43,8 +43,11 @@ float cloudVol(in vec3 pos){ float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 5. * rainStrength * noPuddleAreas * RainFog_amount; - // sandstorms and snowstorms - if(sandStorm > 0 || snowStorm > 0) CloudyFog = mix(CloudyFog, max(densityAtPosFog((samplePos2 - vec3(frameTimeCounter,0,frameTimeCounter)*10) * 100.0 ) - 0.2,0.0) * heightlimit, sandStorm+snowStorm); + + #ifdef Biome_specific_environment + // sandstorms and snowstorms + if(sandStorm > 0 || snowStorm > 0) CloudyFog = mix(CloudyFog, max(densityAtPosFog((samplePos2 - vec3(frameTimeCounter,0,frameTimeCounter)*10) * 100.0 ) - 0.2,0.0) * heightlimit, sandStorm+snowStorm); + #endif TimeOfDayFog(UniformFog, CloudyFog);