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synced 2025-06-22 00:37:35 +08:00
fix issues on AMD, temporary ambient sss brightness slider
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@ -345,7 +345,7 @@ vec4 renderClouds(
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float GetCloudShadow(vec3 eyePlayerPos){
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vec3 playerPos = eyePlayerPos + cameraPosition;
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playerPos.y += 0.05;
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float shadow;
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float shadow = 0.0;
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// assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud.
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#ifdef Cumulus
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@ -365,7 +365,7 @@ float GetCloudShadow(vec3 eyePlayerPos){
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}
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float GetCloudShadow_VLFOG(vec3 WorldPos){
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float shadow;
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float shadow = 0.0;
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// assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud.
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#ifdef Cumulus
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@ -391,7 +391,9 @@ float GetAltoOcclusion(vec3 eyePlayerPos){
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vec3 playerPos = eyePlayerPos + cameraPosition;
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playerPos.y += 0.05;
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float shadow;
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float shadow = 0.0;
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vec3 lowShadowStart = playerPos + normalize(vec3(0,1,0)) * max((MaxCumulusHeight - 70) - playerPos.y,0.0) ;
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shadow = GetCumulusDensity(lowShadowStart,0) * cloudDensity;
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