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re-do border fog. make the sunlight get absorbed by the sky more (it gets more colorful). clean up the fog with clouds function
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@ -119,26 +119,19 @@ void main() {
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////////////////////////////////////////
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vec2 planetSphere = vec2(0.0);
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vec3 sky = vec3(0.0);
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vec3 skyAbsorb = vec3(0.0);
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float sunVis = clamp(sunElevation,0.0,0.05)/0.05*clamp(sunElevation,0.0,0.05)/0.05;
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float moonVis = clamp(-sunElevation,0.0,0.05)/0.05*clamp(-sunElevation,0.0,0.05)/0.05;
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// zenithColor = calculateAtmosphere(vec3(0.0), vec3(0.0,1.0,0.0), vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,tempOffsets.x);
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skyAbsorb = vec3(0.0);
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vec3 absorb = vec3(0.0);
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vec3 skyAbsorb = vec3(0.0);
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sunColor = calculateAtmosphere(vec3(0.0), sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.0);
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sunColor = sunColorBase/4000. * skyAbsorb;
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skyAbsorb = vec3(1.0);
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moonColor = calculateAtmosphere(vec3(0.0), -sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.5);
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sunColor = sunColorBase/4000. * (skyAbsorb);
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// skyAbsorb = vec3(1.0);
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// moonColor = calculateAtmosphere(vec3(0.0), -sunVec, vec3(0.0,1.0,0.0), sunVec, -sunVec, planetSphere, skyAbsorb, 25,0.5);
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moonColor = moonColorBase/4000.0;
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lightSourceColor = sunVis >= 1e-5 ? sunColor * sunVis : moonColor * moonVis;
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// WsunVec = ( float(sunElevation > 1e-5)*2-1. )*normalize(mat3(gbufferModelViewInverse) * sunPosition);
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#endif
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//////////////////////////////
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