veloren/assets/voxygen/shaders/include/cloud/none.glsl

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#include <lod.glsl>
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#include <sky.glsl>
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vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) {
// Underwater light attenuation
surf_color = water_diffuse(surf_color, dir, max_dist);
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if (max_dist < DIST_CAP) {
vec3 sky_light = get_sky_light(dir, time_of_day, false);
surf_color = mix(sky_light, surf_color, 1.0 / exp(max_dist / 5000.0));
}
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return surf_color;
}