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More jitter DOF stuff
blur sky, and improve DOF a tiny bit, add a focus strength slider and focal point indicator. also tweaked the clouds a little
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@ -176,14 +176,14 @@ vec3 Cloud_lighting(
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float ambientShading = exp(-SkyShadowing * 50. + powder)*powder ;
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vec3 ambientLighting = SkyColors * ambientShading;
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// if(cloudType == 1) ambientLighting = SkyColors * powder;
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vec3 sunLighting = exp(-SunShadowing)*sunContribution + exp(-SunShadowing * 0.2)*sunContributionMulti;
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sunLighting *= powder;
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vec3 moonLighting = ( exp2(-MoonShadowing * 2.0 )*moonContribution + exp(-MoonShadowing * 0.2 )*moonContributionMulti ) * powder;
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vec3 moonLighting = exp(-MoonShadowing)*moonContribution + exp(-MoonShadowing * 0.2)*moonContributionMulti;
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moonLighting *= powder;
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return ambientLighting + sunLighting ;
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return ambientLighting + sunLighting + moonLighting;
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@ -286,10 +286,10 @@ vec4 renderClouds(
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// float mieDay = mix(phaseg(SdotV,0.75), mieDayMulti,0.8)*3.14;
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float mieDayMulti = phaseg(SdotV, 0.35);
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float mieDay = (phaseg(SdotV,0.75) + mieDayMulti)*2.0;
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float mieDay = phaseg(SdotV,0.75) + mieDayMulti;
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float mieNightMulti = phaseg(-SdotV, 0.35)*3.14;
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float mieNight = mix(phaseg(-SdotV,0.9), mieNightMulti,0.5)*3.14;
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float mieNightMulti = phaseg(-SdotV, 0.35);
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float mieNight = phaseg(-SdotV,0.75) + mieNightMulti;
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vec3 sunContribution = mieDay*sunColor*3.14;
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vec3 sunContributionMulti = mieDayMulti*sunColor*3.14;
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