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Addressed review comments, fixed perf issue
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@ -33,7 +33,7 @@ float attenuation_strength(vec3 rpos) {
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float attenuation_strength_real(vec3 rpos) {
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float d2 = rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z;
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return 1.0 / (0.0 + d2);
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return 1.0 / (0.025 + d2);
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}
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// // Compute attenuation due to light passing through a substance that fills an area below a horizontal plane
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@ -321,9 +321,10 @@ vec3 lod_norm(vec2 f_pos/*vec3 pos*/) {
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textureLod(sampler2D(t_noise, s_noise), wpos / 200, 0).x - 0.5,
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textureLod(sampler2D(t_noise, s_noise), wpos / 200 + 0.5, 0).x - 0.5
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) * 0.35;
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norm = normalize(norm);
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#endif
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return normalize(norm);
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return norm;
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}
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@ -12,9 +12,12 @@ vec3 apply_point_glow(vec3 wpos, vec3 dir, float max_dist, vec3 color, const flo
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float t = max(dot(light_pos - wpos, dir), 0);
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vec3 nearest = wpos + dir * min(t, max_dist);
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//if (t > max_dist) { continue; }
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vec3 difference = light_pos - nearest;
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float distance_2 = dot(difference, difference);
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if (distance_2 > 100000.0) {
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continue;
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}
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#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
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vec3 _unused;
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float unused2;
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@ -22,10 +25,6 @@ vec3 apply_point_glow(vec3 wpos, vec3 dir, float max_dist, vec3 color, const flo
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#else
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const float spread = 1.0;
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#endif
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float distance_2 = dot(difference, difference);
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if (distance_2 > 100000.0) {
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continue;
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}
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float strength = pow(attenuation_strength_real(difference), spread);
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