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https://github.com/X0nk/Bliss-Shader.git
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a shot in the dark to fix compile error on intel
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@ -227,7 +227,7 @@ uniform sampler2D colortex4;
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vec4 raymarchCloud(
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int LayerIndex,
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float samples,
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int samples,
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vec3 rayPosition,
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vec3 rayDirection,
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float dither,
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@ -327,7 +327,7 @@ vec4 raymarchCloud(
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#endif
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for(int i = 0; i < int(samples); i++) {
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for(int i = 0; i < samples; i++) {
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// check if the ray staring position is going farther than the reference distance, if yes, dont begin marching. this is to check for intersections with the world.
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@ -459,8 +459,8 @@ vec4 GetVolumetricClouds(
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NormPlayerPos.y += 0.03 * heightRelativeToClouds;
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#endif
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int maxSamples = 15;
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int minSamples = 10;
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float maxSamples = 15.0;
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float minSamples = 10.0;
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int samples = int(clamp(maxSamples / sqrt(exp2(NormPlayerPos.y)),0.0, minSamples));
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// int samples = 30;
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