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Better reflections
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@ -188,7 +188,7 @@ void main() {
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}
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vec3 reflect_color = get_sky_color(/*reflect_ray_dir*/ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true);
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reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.2);
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reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1);
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reflect_color *= f_light;
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// Prevent the sky affecting light when underground
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@ -54,7 +54,14 @@ void main() {
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// f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// Terrain 'pop-in' effect
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#ifndef EXPERIMENTAL_BAREMINIMUM
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f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
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// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
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#endif
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float pull_down = pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0) * 0.7;
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f_pos.z -= pull_down;
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#ifdef EXPERIMENTAL_CURVEDWORLD
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f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2);
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