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https://github.com/X0nk/Bliss-Shader.git
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end fog tweaks
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@ -79,7 +79,7 @@ vec3 LightSourcePosition(vec3 WorldPos, vec3 CameraPos){
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float SwirlBounds = clamp(sqrt(length(vec3(Origin.x,Origin.y-100,Origin.z)) / 150.0 - 1.0) ,0.0,1.0);
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if( SwirlBounds < 1.0) {
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Origin.y -= 200;
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Origin.y -= 260;
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} else {
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Origin = WorldPos - CameraPos ;
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@ -113,10 +113,11 @@ vec3 LightSourcePosition(vec3 WorldPos, vec3 CameraPos){
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///////////////// COLOR
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vec3 LightSourceColor(float SwirlBounds){
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vec3 Color = vec3(0.5, 0.5, 1.0);
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vec3 Color = vec3(0.7, 0.8, 1.0);
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#ifndef THE_ORB
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if( SwirlBounds < 1.0) {
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// Color = vec3(0.5, 0.5, 1.0);
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} else {
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@ -171,6 +172,7 @@ vec3 LightSourceShape(vec3 WorldPos){
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Shapes.r = max(Shapes.r, max(1.0 - AltCenter / 75.0, 0.0));
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// debug donut
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// radius = 50.0;
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// thickness = 5.0 * radius;
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@ -214,7 +216,7 @@ float cloudVol(in vec3 pos, int LOD){
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// make the eye of the swirl have no fog, so you can actually see.
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finalfog = max(finalfog - Shapes.r, 0.0);
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// finalfog = Shapes.b;
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finalfog += Shapes.b;
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return finalfog;
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@ -260,7 +262,7 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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float densityVol = cloudVol(progressW,1);
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float density = min(densityVol,0.1);
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float density = min(densityVol,0.09);
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float air = 0.005;
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/// THE OOOOOOOOOOOOOOOOOOOOOORB
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@ -271,7 +273,7 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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// float OrbMie = max(exp2(4.0 + length(LightPos) / -20),0.0);
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float OrbMie = max(1.0-length(LightPos)/200,0.0);
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float OrbMie = max(1.0-length(LightPos)/250,0.0);
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float N = 2.50;
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OrbMie = pow(1.0-pow(1.0-OrbMie,1.0/N),N);
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OrbMie *= 10.0;
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