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do bilateral upsample on volumetrics to fix pixel gaps around geometry edges. quickly add lava cauldron a lightsource
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@ -136,10 +136,10 @@ void main() {
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vec2 halfResTC2 = vec2(floor(gl_FragCoord.xy)/CLOUDS_QUALITY+0.5+offsets[framemod8]*CLOUDS_QUALITY*0.5);
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#ifdef CLOUDS_INTERSECT_TERRAIN
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float depth = texture2D(depthtex0, halfResTC2*texelSize).x;
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float depth = texelFetch2D(depthtex0, ivec2(halfResTC2), 0).x;
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#ifdef DISTANT_HORIZONS
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float DH_depth = texture2D(dhDepthTex, halfResTC2*texelSize).x;
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float DH_depth = texelFetch2D(dhDepthTex, ivec2(halfResTC2),0).x;
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vec3 viewPos = toScreenSpace_DH(halfResTC*texelSize, depth, DH_depth);
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#else
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vec3 viewPos = toScreenSpace(vec3(halfResTC*texelSize, depth));
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