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Remove unnecessary cloud sampling from shiny water
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799bb17d75
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@ -270,8 +270,10 @@ void main() {
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vec3 reflect_color;
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#if (REFLECTION_MODE >= REFLECTION_MODE_MEDIUM)
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reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac);
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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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// This is now done in the post-process cloud shader
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/* reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac); */
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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 = vec3(0);
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#else
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reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac);
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#endif
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