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Fixed dense cloud void issue
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@ -176,7 +176,7 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
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vec2 sample = cloud_at(pos);
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float integral = sample.y * incr;
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passthrough *= 1.0 - integral;
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passthrough *= max(1.0 - integral, 0.0);
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cloud_shade = mix(cloud_shade, sample.x, passthrough * integral);
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}
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}
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