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dither cloud intersection threshold to avoid silhouettes. make snells window only apply to water.
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@ -334,10 +334,13 @@ vec4 raymarchCloud(
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float shapeWithDensityFaded = shape*density * pow(clamp((rayPosition.y - minHeight)/(max(maxHeight-minHeight,1.0)*0.25),0.0,1.0),2.0);
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if(shapeWithDensityFaded > mix(0.06, 1e-5, dither)){
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cloudPlaneDistance.x = length(rayPosition - cameraPosition); cloudPlaneDistance.y = 0.0;
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}
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// check if the pixel has visible clouds before doing work.
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if(shapeWithDensityFaded > 1e-5){
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cloudPlaneDistance.x = length(rayPosition - cameraPosition); cloudPlaneDistance.y = 0.0;
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// can add the initial cloud shape sample for a free shadow starting step :D
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float indirectShadowMask = 1.0 - min(max(rayPosition.y - minHeight,0.0) / max(maxHeight-minHeight,1.0), 1.0);
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