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slight improvements to cloud/fog intersections
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@ -170,9 +170,11 @@ vec4 GetVolumetricFog(
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for (int i = 0; i < SAMPLECOUNT; i++) {
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float d = (pow(expFactor, float(i+dither.x)/float(SAMPLECOUNT))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither.y)/float(SAMPLECOUNT)) * log(expFactor) / float(SAMPLECOUNT)/(expFactor-1.0);
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// check if the fog intersects clouds
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if(length(d*dVWorld) > cloudPlaneDistance) break;
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#ifdef VOLUMETRIC_CLOUDS
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// check if the fog intersects clouds
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if(length(d*dVWorld) > cloudPlaneDistance) break;
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#endif
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progress = start.xyz + d*dV;
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progressW = gbufferModelViewInverse[3].xyz + cameraPosition + d*dVWorld;
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