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removed the "cloud cradle" on the horizon. added fake rayleigh scattering for distant clouds. fixed issue where ambient SSS didnt adjust with ambient brightness. added some requested lights to .properties files. added a "original chocapic sky" misc option. removed stonger sunlight sky absorbtion. tweaked border fog and made it on by default
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@ -135,13 +135,22 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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vec3 stepTransmittance = exp2(-stepOpticalDepth * rLOG2);
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vec3 stepTransmittedFraction = clamp01((stepTransmittance - 1.0) / -stepOpticalDepth) ;
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vec3 stepScatteringVisible = transmittance * stepTransmittedFraction * GroundDarkening ;
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#ifdef ORIGINAL_CHOCAPIC_SKY
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scatteringSun += sky_coefficientsScattering * (stepAirmass.xy * phaseSun) * stepScatteringVisible * sky_transmittance(position, sunVector, jSteps) * planetGround;
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#else
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scatteringSun += sky_coefficientsScattering * (stepAirmass.xy * phaseSun) * stepScatteringVisible * sky_transmittance(position, sunVector*0.5+0.1, jSteps) * planetGround;
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#endif
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scatteringSun += sky_coefficientsScattering * (stepAirmass.xy * phaseSun) * stepScatteringVisible * sky_transmittance(position, sunVector*0.5+0.1, jSteps) * planetGround;
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scatteringMoon += sky_coefficientsScattering * (stepAirmass.xy * phaseMoon) * stepScatteringVisible * sky_transmittance(position, moonVector, jSteps) * planetGround;
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// Nice way to fake multiple scattering.
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scatteringAmbient += sky_coefficientsScattering * stepAirmass.xy * stepScatteringVisible * low_sun;
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#ifdef ORIGINAL_CHOCAPIC_SKY
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scatteringAmbient += sky_coefficientsScattering * stepAirmass.xy * stepScatteringVisible;
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#else
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scatteringAmbient += sky_coefficientsScattering * stepAirmass.xy * stepScatteringVisible * low_sun;
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#endif
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transmittance *= stepTransmittance ;
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}
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