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nevermind that looks horrible
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@ -95,7 +95,7 @@ vec3 sky_transmittance(vec3 position, vec3 direction, const float steps) {
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vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 sunVector, vec3 moonVector, out vec2 pid, out vec3 transmittance, const int iSteps, float noise) {
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vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 sunVector, vec3 moonVector, out vec2 pid, out vec3 transmittance, const int iSteps, float noise) {
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const int jSteps = 4;
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const int jSteps = 4;
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float planetGround = exp(-100 * pow(max(-viewVector.y*5 +0.2,0.0),2)); // darken the ground in the sky.
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float planetGround = exp(-100 * pow(max(-viewVector.y*5,0.0),2)); // darken the ground in the sky.
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float GroundDarkening = max(planetGround * 0.7+0.3,clamp(sunVector.y*2.0,0.0,1.0));
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float GroundDarkening = max(planetGround * 0.7+0.3,clamp(sunVector.y*2.0,0.0,1.0));
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vec3 viewPos = (sky_planetRadius + eyeAltitude) * upVector;
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vec3 viewPos = (sky_planetRadius + eyeAltitude) * upVector;
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@ -243,7 +243,7 @@ vec4 renderClouds(
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vec3 dV_view = normalize(viewPos.xyz);
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vec3 dV_view = normalize(viewPos.xyz);
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// this is the cloud curvature.
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// this is the cloud curvature.
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// dV_view.y += 0.05 * heightRelativeToClouds;
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dV_view.y += 0.05 * heightRelativeToClouds;
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dV_view *= 300/abs(dV_view.y)/maxIT_clouds;
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dV_view *= 300/abs(dV_view.y)/maxIT_clouds;
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