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Use correct ray direction underwater
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@ -176,13 +176,14 @@ void main() {
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// vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// Squared to account for prior saturation.
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// Squared to account for prior saturation.
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float f_light = 1.0;// pow(f_light, 1.5);
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float f_light = 1.0;// pow(f_light, 1.5);
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vec3 reflect_color = get_sky_color(/*reflect_ray_dir*/beam_view_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true);
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vec3 ray_dir;
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vec3 ray_dir;
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if (medium.x == 1) {
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if (medium.x == 1) {
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ray_dir = (cam_to_frag + norm) / 2;
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ray_dir = (cam_to_frag + norm) / 2;
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} else {
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} else {
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ray_dir = reflect_ray_dir;
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ray_dir = reflect_ray_dir;
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}
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}
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vec3 reflect_color = get_sky_color(/*reflect_ray_dir*/ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true);
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reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1);
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reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1);
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reflect_color *= f_light;
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reflect_color *= f_light;
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