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tweaks to cloud shadows and cloud plane fake curvature
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@ -138,11 +138,11 @@ float GetCloudShadow(vec3 playerPos, vec3 sunVector){
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#ifdef CloudLayer0
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#ifdef CloudLayer0
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startPosition = playerPos + sunVector / abs(sunVector.y) * max((CloudLayer0_height + 20.0) - playerPos.y, 0.0);
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startPosition = playerPos + sunVector / abs(sunVector.y) * max((CloudLayer0_height + 20.0) - playerPos.y, 0.0);
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cloudShadows = getCloudShape(SMALLCUMULUS_LAYER, 0, startPosition, CloudLayer0_height, CloudLayer0_height+100.0)*dailyWeatherParams1.x;
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cloudShadows = getCloudShape(SMALLCUMULUS_LAYER, 0, startPosition, CloudLayer0_height, CloudLayer0_height+90.0)*dailyWeatherParams1.x;
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#endif
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#endif
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#ifdef CloudLayer1
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#ifdef CloudLayer1
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startPosition = playerPos + sunVector / abs(sunVector.y) * max((CloudLayer1_height + 20.0) - playerPos.y, 0.0);
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startPosition = playerPos + sunVector / abs(sunVector.y) * max((CloudLayer1_height + 20.0) - playerPos.y, 0.0);
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cloudShadows += getCloudShape(LARGECUMULUS_LAYER, 0, startPosition, CloudLayer1_height, CloudLayer1_height+100.0)*dailyWeatherParams1.y;
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cloudShadows += getCloudShape(LARGECUMULUS_LAYER, 0, startPosition, CloudLayer1_height, CloudLayer1_height+90.0.0)*dailyWeatherParams1.y;
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#endif
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#endif
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#ifdef CloudLayer2
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#ifdef CloudLayer2
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startPosition = playerPos + sunVector / abs(sunVector.y) * max(CloudLayer2_height - playerPos.y, 0.0);
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startPosition = playerPos + sunVector / abs(sunVector.y) * max(CloudLayer2_height - playerPos.y, 0.0);
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@ -422,7 +422,7 @@ vec4 GetVolumetricClouds(
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float SdotV = dot(unignedSunVec, NormPlayerPos.xyz);
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float SdotV = dot(unignedSunVec, NormPlayerPos.xyz);
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#ifdef SKY_GROUND
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#ifdef SKY_GROUND
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NormPlayerPos.y += 0.03;
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NormPlayerPos.y += 0.03 * heightRelativeToClouds;
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#endif
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#endif
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int maxSamples = 15;
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int maxSamples = 15;
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