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synced 2025-06-22 00:37:35 +08:00
updated Physics mod support
for water waves, and snow and stuff.
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@ -323,7 +323,8 @@ float GetCloudShadow(vec3 eyePlayerPos){
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shadow += GetAltostratusDensity(highShadowStart) * Alto_density;
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#endif
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shadow = clamp(exp(-shadow*10.0),0.0,1.0);
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shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
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shadow = clamp(exp(-shadow*15.0),0.0,1.0);
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return shadow;
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}
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@ -342,6 +343,8 @@ float GetCloudShadow_VLFOG(vec3 WorldPos){
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shadow += GetAltostratusDensity(highShadowStart) * Alto_density;
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#endif
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// shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
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shadow = clamp(exp(-shadow*15.0),0.0,1.0);
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// do not allow it to exist above the lowest cloud plane
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