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Cloud fog
cloud fog?
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@ -813,6 +813,7 @@ void main() {
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vec3 AmbientLightColor = avgAmbient;
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float cloudShadow = 1.0;
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if ( z >= 1.) { //sky
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@ -945,10 +946,10 @@ void main() {
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vec3 Indirect_lighting = vec3(1.0);
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// float skylight = clamp(abs(normal.y+1),0.0,1.0);
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float skylight = clamp(abs(ambientCoefs.y+1.0),0.35,2.0);
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// float skylight = clamp(abs(ambientCoefs.y+0.5),0.35,2.0);
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// float cloudOcclusion = GetCloudShadow_occluson(p3 + cameraPosition);
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// AmbientLightColor *= cloudOcclusion*0.5+.5;
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float skylight = clamp(abs(ambientCoefs.y + 1.0),0.35,2.0);
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#if indirect_effect == 2 || indirect_effect == 3 || indirect_effect == 4
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if (!hand) skylight = 1.0;
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@ -959,6 +960,7 @@ void main() {
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if((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)) newLightmap.y = min(newLightmap.y+0.1,1.0);
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#ifndef ambientSSS_view
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Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), newLightmap.xy, skylight);
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#endif
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