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Less harsh terrain noise
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@ -345,7 +345,7 @@ void main() {
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const float A = 0.055;
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const float W_INV = 1 / (1 + A);
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const float W_2 = W_INV * W_INV;//pow(W_INV, 2.4);
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const float NOISE_FACTOR = 0.02;//pow(0.02, 1.2);
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const float NOISE_FACTOR = 0.015;//pow(0.02, 1.2);
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vec3 noise_delta = (sqrt(f_col) * W_INV + noise * NOISE_FACTOR);
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// noise_delta = noise_delta * noise_delta * W_2 - f_col;
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// lum = W ⋅ col
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