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Rebalanced mist
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86287e8f0a
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@ -30,7 +30,7 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
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#endif
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mist_min_alt = view_distance.z * 1.5 * (1.0 + mist_min_alt * 0.5);
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const float MIST_FADE_HEIGHT = 500;
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float mist = 0.00025 * pow(clamp(1.0 - (pos.z - mist_min_alt) / MIST_FADE_HEIGHT, 0.0, 1), 4.0) / (1.0 + pow(1.0 + dist / 20000.0, 2.0));
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float mist = 0.0005 * pow(clamp(1.0 - (pos.z - mist_min_alt) / MIST_FADE_HEIGHT, 0.0, 1), 4.0);
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float alt = alt_at(pos.xy - focus_off.xy);
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@ -54,10 +54,10 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
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vec3 turb_offset = vec3(1, 1, 0) * time_of_day.x * turb_speed;
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mist *= 0.5
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#if (CLOUD_MODE >= CLOUD_MODE_LOW)
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+ 4 * (noise_2d(wind_pos.xy / 20000) - 0.5)
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+ 1.0 * (noise_2d(wind_pos.xy / 5000) - 0.5)
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#endif
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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+ 1 * (noise_3d(wind_pos / 1000) - 0.5)
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+ 0.25 * (noise_3d(wind_pos / 1000) - 0.5)
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#endif
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;
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@ -85,7 +85,7 @@ float cloud_scale = view_distance.z / 150.0;
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float cloud_tendency_at(vec2 pos) {
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float nz = texture(t_noise, (pos + wind_offset) / 60000.0 / cloud_scale).x - 0.3;
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nz = pow(clamp(nz, 0, 1), 4);
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nz = pow(clamp(nz, 0, 1), 3);
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return nz;
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}
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@ -1359,7 +1359,6 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
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z_range.clone(),
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) && vel.0.z < 0.25
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&& vel.0.z > -1.5
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//&& was_on_ground
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&& block_snap
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{
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let snap_height = terrain
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