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Fixed light extinction
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212392a062
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@ -195,11 +195,12 @@ void main() {
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// Attenuate sunlight
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if (medium.x == 1) {
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float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1));
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vec3 cam_attenuation = compute_attenuation_point(cam_pos.xyz, view_dir, MU_WATER, fluid_alt, f_pos);
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vec3 attenuate = pow(vec3(0.0, 0.98, 0.99), vec3(max(fluid_alt - cam_pos.z, 0)));
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float water_dist = max(fluid_alt - f_pos.z, 0);
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vec3 attenuate = pow(vec3(0.5, 0.98, 0.99), vec3(water_dist * 0.1));
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emitted_light *= attenuate;
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reflected_light *= attenuate;
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surf_color *= attenuate;
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}
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#endif
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@ -89,9 +89,9 @@ void main() {
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// Attenuate sunlight
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if (medium.x == 1) {
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float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1));
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vec3 cam_attenuation = compute_attenuation_point(cam_pos.xyz, view_dir, MU_WATER, fluid_alt, f_pos);
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vec3 attenuate = pow(vec3(0.0, 0.98, 0.99), vec3(max(fluid_alt - cam_pos.z, 0)));
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float water_dist = max(fluid_alt - f_pos.z, 0);
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vec3 attenuate = pow(vec3(0.5, 0.98, 0.99), vec3(water_dist * 0.1));
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emitted_light *= attenuate;
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reflected_light *= attenuate;
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}
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