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Correct material for LoD water
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commit
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@ -650,7 +650,9 @@ void main() {
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// f_col = f_col + (hash(vec4(floor(vec3(focus_pos.xy + splay(v_pos_orig), f_pos.z)) * 3.0 - round(f_norm) * 0.5, 0)) - 0.5) * 0.05; // Small-scale noise
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vec3 surf_color;
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float surf_alpha = 1.0;
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uint mat;
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if (length(f_col_raw - vec3(0.02, 0.06, 0.22)) < 0.025 && dot(vec3(0, 0, 1), f_norm) > 0.9) {
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mat = MAT_FLUID;
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vec3 reflect_ray = cam_to_frag * vec3(1, 1, -1);
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#if (FLUID_MODE >= FLUID_MODE_MEDIUM)
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vec3 water_color = (1.0 - MU_WATER) * MU_SCATTER;
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@ -679,6 +681,7 @@ void main() {
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surf_color = get_sky_color(reflect_ray, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac);
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#endif
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} else {
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mat = MAT_LOD;
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surf_color = illuminate(max_light, view_dir, f_col * emitted_light, f_col * reflected_light);
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}
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@ -688,5 +691,5 @@ void main() {
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// color = surf_color;
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tgt_color = vec4(surf_color, surf_alpha);
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_LOD);
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tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), mat);
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}
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