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synced 2025-06-22 00:37:35 +08:00
make emissives work again
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@ -386,23 +386,10 @@ float GetCloudShadow_VLFOG(vec3 WorldPos){
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// shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
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shadow = clamp(exp(-shadow*35.0),0.0,1.0);
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shadow = clamp(exp(-shadow*255.0),0.0,1.0);
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// do not allow it to exist above the lowest cloud plane
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// shadow *= clamp(((MaxCumulusHeight + CumulusHeight)*0.435 - WorldPos.y)/100,0.0,1.0) ;
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return shadow;
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}
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float GetCloudShadow_occluson(vec3 WorldPos){
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float shadow = 0.0;
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#ifdef Cumulus
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vec3 lowShadowStart = WorldPos + vec3(0,0.7,0) * max((MaxCumulusHeight - 60) - WorldPos.y,0.0) ;
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shadow += GetCumulusDensity(lowShadowStart,1)*Cumulus_density;
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shadow = clamp(exp(-shadow * 5),0.0,1.0);
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#endif
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return shadow;
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}
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