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fix skylight in water under caves, fix tiny bloomy fog issue
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@ -280,7 +280,7 @@ vec4 InsideACloudFog(
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vec3 rainRays = ((Fog_SunCol/5)*Shadows_for_Fog) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1.0) * rainStrength * noPuddleAreas * RainFog_amount;
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vec3 CaveRays = (Fog_SunCol*Shadows_for_Fog) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
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vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
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vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. ;
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color += (vL0 - vL0 * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*total_extinction;
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total_extinction *= dot(clamp(exp(-(rL+m)*dd*dL),0.0,1.0), vec3(0.333333));
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