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Added mist to LoD
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@ -9,6 +9,7 @@ vec2 pos_to_uv(vec2 pos) {
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float alt_at(vec2 pos) {
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float alt_at(vec2 pos) {
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return texture(t_map, pos_to_uv(pos)).a * (1300.0) + 140.0;
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return texture(t_map, pos_to_uv(pos)).a * (1300.0) + 140.0;
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//+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0;
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return 0.0
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return 0.0
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+ pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0
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+ pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0
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@ -22,9 +22,14 @@ void main() {
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vec3 surf_color = illuminate(srgb_to_linear(f_col), light, diffuse_light, ambient_light);
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vec3 surf_color = illuminate(srgb_to_linear(f_col), light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec4 clouds;
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vec4 clouds;
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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float mist_factor = max(1 - (f_pos.z + (texture(t_noise, f_pos.xy * 0.0005 + time_of_day.x * 0.001).x - 0.5) * 128.0) / 400.0, 0.0);
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//float mist_factor = f_norm.z * 2.0;
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color = mix(color, vec3(1.0) * diffuse_light, clamp(mist_factor * 0.00005 * distance(f_pos.xy, focus_pos.xy), 0, 0.3));
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tgt_color = vec4(color, 1.0);
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tgt_color = vec4(color, 1.0);
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}
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}
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