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DOUBLE CLOUD LAYER TEST VERSION. make ambient sss brightness slider work.
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@ -174,6 +174,20 @@ vec3 viewToWorld(vec3 viewPosition) {
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void applyContrast(inout vec3 color, float contrast){
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color = ((color - 0.5) * max(contrast, 0.0)) + 0.5;
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}
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void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths){
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vec2 UnalteredTexcoord = Texcoord;
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// Texcoord = min(Texcoord, 1.0-abs(Texcoord));
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Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE );
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float DistortedAlpha = decodeVec2(texture2D(colortex11,Texcoord).b).g;
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if(DistortedAlpha <= 0.001) Texcoord = UnalteredTexcoord; // remove distortion on non-translucents
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}
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void main() {
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/* DRAWBUFFERS:73 */
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@ -234,12 +248,18 @@ void main() {
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/// --- REFRACTION --- ///
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#ifdef Refraction
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refractedCoord += (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE;
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// refractedCoord += tangentNormals * 0.1 * RENDER_SCALE;
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// refractedCoord = clamp(refractedCoord + (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE ,-1.0,1.0);
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float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
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float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
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if( refractedalpha <= 0.001 || z < 0.56) refractedCoord = texcoord; // remove refracted coords on solids
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// // refractedCoord = clamp(refractedCoord - tangentNormals, refractedCoord-0.5,refractedCoord);
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// // if(tangentNormals.xy <= vec2(0.0, 0.0) ) refractedCoord = abs(refractedCoord - tangentNormals);
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// // refractedCoord += tangentNormals * 0.1 * RENDER_SCALE;
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// float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
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// // float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
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// if( refractedalpha <= 0.001) refractedCoord = texcoord; // remove refracted coords on solids
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ApplyDistortion(refractedCoord, tangentNormals, vec2(z2,z));
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#endif
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/// --- MAIN COLOR BUFFER --- ///
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