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Better storm clouds
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parent
94c0e3749e
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@ -86,8 +86,11 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission, out float not_underground
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#else
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- (billow_noise_2d((pos.xy + turb_offset.xy * 0.5) / 8000.0) - 0.5)
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#endif
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#if (CLOUD_MODE >= CLOUD_MODE_LOW)
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- (noise_3d((pos - turb_offset * 0.1) / 1500.0) - 0.5) * 0.5
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#if (CLOUD_MODE >= CLOUD_MODE_CLOUD_MODE_MINIMAL)
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- (noise_3d((pos - turb_offset * 0.1) / 750.0) - 0.5) * 0.25
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#endif
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#if (CLOUD_MODE >= CLOUD_MODE_CLOUD_MODE_HIGH)
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- (billow_noise_3d((pos - turb_offset * 0.1) / 500.0) - 0.5) * 0.1
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#endif
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;
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@ -18,7 +18,7 @@ void apply_point_glow_light(Light L, vec3 wpos, vec3 dir, float max_dist, inout
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#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
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vec3 _unused;
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float unused2;
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float spread = 1.0 / (1.0 + cloud_at(nearest, 0.0, _unused, unused2).z * 0.005);
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float spread = 1.0 / (1.0 + sqrt(cloud_at(nearest, 0.0, _unused, unused2).z) * 0.01);
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#else
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const float spread = 1.0;
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#endif
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