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allow volumetric fog to intersect volumetric clouds
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@ -332,6 +332,7 @@ vec4 VLTemporalFiltering(vec3 viewPos, bool depthCheck, out float DEBUG){
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previousPosition.xy = texcoord + velocity;
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vec4 currentFrame = texture2D(colortex0, VLtexCoord);
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// return currentFrame;
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if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return currentFrame;
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