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LIGHTNIGN, FLASHES TOO.. max cloudy fog height,
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@ -118,9 +118,11 @@ float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
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return caustic / weightSum;
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}
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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// vec3 normVec (vec3 vec){
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// return vec*inversesqrt(dot(vec,vec));
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// }
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#include "lib/volumetricFog.glsl"
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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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int spCount = 8;
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@ -195,7 +197,6 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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inColor += vL;
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}
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#include "lib/volumetricFog.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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