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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-23 01:02:33 +08:00
make puddles go away in places it shouldnt be
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@ -194,6 +194,8 @@ vec4 InsideACloudFog(
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SunColor = SunColor * clamp(dV_Sun.y ,0.0,1.0);
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MoonColor *= clamp(-dV_Sun.y,0.0,1.0);
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if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
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vec3 Fog_SkyCol = SkyColor;
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vec3 Fog_SunCol = SunColor;
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@ -295,7 +297,7 @@ vec4 InsideACloudFog(
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for (int j=0; j < 3; j++){
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vec3 shadowSamplePos = progress_view + (dV_Sun * 0.15) * (1 + Dither.y/2 + j);
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vec3 shadowSamplePos = progress_view + (dV_Sun * 0.015) * (1 + Dither.y/2 + j);
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float shadow = GetCumulusDensity(shadowSamplePos, 0) * Cumulus_density;
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