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Stopped caustics appearing in bad places
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38832fadd3
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@ -271,7 +271,7 @@ void main() {
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float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0);
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float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0);
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// To account for prior saturation
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// To account for prior saturation
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/*float */f_light = faces_fluid ? not_underground : f_light * sqrt(f_light);
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/*float */f_light = faces_fluid ? not_underground * f_light : f_light * sqrt(f_light);
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emitted_light = vec3(1.0);
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emitted_light = vec3(1.0);
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reflected_light = vec3(1.0);
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reflected_light = vec3(1.0);
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@ -298,11 +298,12 @@ void main() {
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vec3 wpos = f_pos + focus_off.xyz;
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vec3 wpos = f_pos + focus_off.xyz;
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vec3 spos = (wpos + wpos.z * vec3(sun_dir.xy, 0)) * 0.05;
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vec3 spos = (wpos + wpos.z * vec3(sun_dir.xy, 0)) * 0.05;
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reflected_light += max(1.0 - pow(abs(noise_3d(vec3(spos.xy, tick.x * 0.1 + dot(sin(wpos.xy * 0.8), vec2(1)) * 0.05)) - 0.5) * 10, 0.001), 0)
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reflected_light += max(1.0 - pow(abs(noise_3d(vec3(spos.xy, tick.x * 0.1 + dot(sin(wpos.xy * 0.8), vec2(1)) * 0.05)) - 0.5) * 10, 0.001), 0)
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* 500
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* 1000
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* cam_attenuation
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* cam_attenuation
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* max(dot(f_norm, -sun_dir.xyz), 0)
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* max(dot(f_norm, -sun_dir.xyz), 0)
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* sun_diffuse
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* sun_diffuse
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* sun_info.shadow;
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* sun_info.shadow
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* f_light;
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}
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}
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#endif
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#endif
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#endif
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#endif
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