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https://github.com/X0nk/Bliss-Shader.git
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aerochrome water and lang
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@ -816,11 +816,17 @@ void main() {
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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float dirtAmount = Dirt_Amount;
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vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
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vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
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vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
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vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / pi;
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vec2 tempOffset=TAA_Offset;
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#ifdef AEROCHROME_MODE
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totEpsilon *= 10.0;
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scatterCoef *= 0.1;
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#endif
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float noise = blueNoise();
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float z0 = texture2D(depthtex0,texcoord).x;
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