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Shader quality tweaks
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0e8a14250f
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@ -92,11 +92,11 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) {
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float z = clamp(pos.z, 0, 10000);
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float emission_alt = 4000.0;
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#if (CLOUD_MODE >= CLOUD_MODE_LOW)
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emission_alt += (texture(t_noise, wind_pos.xy * 0.00003).x - 0.5) * 8000;
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emission_alt += (noise_3d(vec3(wind_pos.xy * 0.00003 + cloud_tendency * 0.2, time_of_day.x * 0.0001)) - 0.5) * 8000;
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#endif
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float tail = (texture(t_noise, wind_pos.xy * 0.00005).x - 0.5) * 10 + (z - emission_alt) * 0.001;
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vec3 emission_col = vec3(0.6 + tail * 0.6, 1.0, 0.3 + tail * 0.2);
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float emission_nz = max(texture(t_noise, wind_pos.xy * 0.00003).x - 0.6, 0) / (10.0 + abs(z - emission_alt) / 60);
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float emission_nz = max(texture(t_noise, wind_pos.xy * 0.00003).x - 0.6, 0) / (10.0 + abs(z - emission_alt) / 40);
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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emission_nz *= (1.0 + (noise_3d(vec3(wind_pos.xy * 0.05, time_of_day.x * 0.15) * 0.004) - 0.5) * 4.0);
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#endif
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@ -153,9 +153,7 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of
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(texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10),
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(texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10),
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(texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 1.0 - time_of_day * 0.00005).x - 0.5) * 0.2 / (1.0 + pow(dir.z, 2) * 10)
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) * 2000;
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#endif
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#if (CLOUD_MODE == CLOUD_MODE_MINIMAL || CLOUD_MODE == CLOUD_MODE_LOW)
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) * 1500;
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splay += (texture(t_noise, vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 5.0 - time_of_day * 0.00005).x - 0.5) * 0.075 / (1.0 + pow(dir.z, 2) * 10);
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#endif
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@ -22,13 +22,13 @@ const vec3 SUN_HALO_DAY = vec3(0.35, 0.35, 0.05);
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const vec3 SKY_DUSK_TOP = vec3(0.06, 0.1, 0.20);
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const vec3 SKY_DUSK_MID = vec3(0.35, 0.1, 0.15);
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const vec3 SKY_DUSK_BOT = vec3(0.0, 0.1, 0.23);
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const vec3 DUSK_LIGHT = vec3(9.0, 1.0, 0.05);
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const vec3 SUN_HALO_DUSK = vec3(1.2, 0.05, 0.01);
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const vec3 DUSK_LIGHT = vec3(5.0, 0.5, 0.15);
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const vec3 SUN_HALO_DUSK = vec3(1.2, 0.15, 0.01);
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const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
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const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);
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const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.004, 0.004);
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const vec3 NIGHT_LIGHT = vec3(0.002, 0.02, 0.02);
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const vec3 NIGHT_LIGHT = vec3(5.0, 0.75, 0.2);
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// const vec3 NIGHT_LIGHT = vec3(0.0, 0.0, 0.0);
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// Linear RGB, scattering coefficients for atmosphere at roughly R, G, B wavelengths.
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@ -96,7 +96,7 @@ float cloud_shadow(vec3 pos, vec3 light_dir) {
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}
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float get_sun_brightness(/*vec3 sun_dir*/) {
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return max(-sun_dir.z + 0.6, 0.0) * 0.9;
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return max(-sun_dir.z + 0.7, 0.0) * 0.9;
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}
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float get_moon_brightness(/*vec3 moon_dir*/) {
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@ -417,7 +417,7 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q
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}
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// Sun
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const vec3 SUN_SURF_COLOR = vec3(1.5, 0.9, 0.35) * 10.0;
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const vec3 SUN_SURF_COLOR = vec3(1.5, 0.9, 0.35) * 30.0;
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vec3 sun_halo_color = mix(
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SUN_HALO_DUSK,
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@ -434,7 +434,7 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q
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vec3 sun_light = sun_halo + sun_surf;
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// Moon
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const vec3 MOON_SURF_COLOR = vec3(0.7, 1.0, 1.5) * 10.0;
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const vec3 MOON_SURF_COLOR = vec3(0.7, 1.0, 1.5) * 30.0;
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const vec3 MOON_HALO_COLOR = vec3(0.015, 0.015, 0.05) * 10;
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vec3 moon_halo_color = MOON_HALO_COLOR;
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