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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
unbreak cloud fog
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@ -210,7 +210,7 @@ vec4 renderClouds(
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#endif
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float total_extinction = 1.0;
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vec3 color = vec3(0.0);
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float distancething = 1;
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//project pixel position into projected shadowmap space
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vec4 fragpos = normalize(gbufferModelViewInverse*vec4(FragPosition,1.0));
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@ -264,7 +264,7 @@ vec4 renderClouds(
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#ifdef Cumulus
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for(int i=0;i<maxIT_clouds;i++) {
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distancething *= 2;
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// IntersecTerrain = length(progress_view - cameraPosition) > lViewPosM;
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// if(IntersecTerrain) break;
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float cumulus = GetCumulusDensity(progress_view, 1);
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