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Fixed negative cloud density bug
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@ -53,8 +53,13 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
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const float turb_speed = -1.0; // Turbulence goes the opposite way
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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 * (noise_3d(wind_pos / 1000) - 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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#endif
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;
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float CLOUD_DEPTH = (view_distance.w - view_distance.z) * 0.8;
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const float CLOUD_DENSITY = 5.0;
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@ -76,7 +81,7 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
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+ 0.5 * (noise_3d(wind_pos / 150.0 / cloud_scale) - 0.5)
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#endif
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) * 0.01;
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cloud = pow(cloud, 3) * sign(cloud);
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cloud = pow(max(cloud, 0), 3) * sign(cloud);
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cloud *= CLOUD_DENSITY * (cloud_tendency * 100) * falloff(abs(pos.z - cloud_alt) / CLOUD_DEPTH);
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// What proportion of sunlight is *not* being blocked by nearby cloud? (approximation)
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