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Minor fixes to LoD merging
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7b42aebd70
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@ -33,7 +33,6 @@ void main() {
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f_pos = (
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f_pos = (
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combined_mat *
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combined_mat *
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vec4(v_pos, 1)).xyz;
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vec4(v_pos, 1)).xyz;
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f_pos.z -= 1.0 * pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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f_col = v_col;
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f_col = v_col;
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@ -8,7 +8,7 @@ vec2 pos_to_uv(vec2 pos) {
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}
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}
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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 * (1310.0) + 140.0;
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return texture(t_map, pos_to_uv(pos)).a * (1300.0) + 140.0;
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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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@ -17,7 +17,7 @@ out float f_light;
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void main() {
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void main() {
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f_pos = lod_pos(v_pos + vec2(0, -v_pos.x * 0.5));
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f_pos = lod_pos(v_pos + vec2(0, -v_pos.x * 0.5));
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f_pos.z -= min(32.0, 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0));
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f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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f_light = 1.0;
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f_light = 1.0;
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