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make mask for leaves so ambient SSS can look good everywhere else
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@ -386,7 +386,7 @@ float GetCloudShadow_VLFOG(vec3 WorldPos, vec3 WorldSpace_sunVec){
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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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vec3 lowShadowStart = WorldPos + WorldSpace_sunVec/abs(WorldSpace_sunVec.y) * max((MaxCumulusHeight - 60) - WorldPos.y,0.0) ;
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shadow += GetCumulusDensity(lowShadowStart,0)*Cumulus_density;
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shadow += max(GetCumulusDensity(lowShadowStart,0) - 0.2,0.0)*Cumulus_density;
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#endif
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#ifdef Altostratus
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