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Adjusted cloud fuzz factor
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@ -45,7 +45,7 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
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float start = max(min(mind, maxd), 0.0);
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float delta = min(abs(mind - maxd), max_dist);
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float fuzz = sin(texture(t_noise, dir.xz * 100000.0 + tick.x).x * 100.0) * INCR * delta * pow(maxd - mind, 0.5);
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float fuzz = sin(texture(t_noise, dir.xz * 100000.0 + tick.x).x * 100.0) * INCR * delta * pow(maxd - mind, 0.3) * 2.0;
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float cloud_shade = 1.0;
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float passthrough = 1.0;
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@ -81,7 +81,7 @@ void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diff
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light = sun_chroma + moon_chroma + PERSISTENT_AMBIANCE;
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diffuse_light =
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sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.6 + 0.4, 0.0), diffusion) +
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sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.5 + 0.5, 0.0), diffusion) +
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moon_chroma * mix(1.0, pow(dot(-norm, moon_dir) * 2.0, 2.0), diffusion) +
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PERSISTENT_AMBIANCE;
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ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light);
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