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Made below-ground LoD dark
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6e7620dbe1
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@ -25,6 +25,7 @@
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in vec3 f_pos;
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in vec3 f_norm;
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in float pull_down;
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// in vec2 v_pos_orig;
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// in vec4 f_shadow;
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// in vec4 f_square;
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@ -106,7 +107,7 @@ void main() {
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// mat4 invfoo = foo * inverse(foo * all_mat);
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// vec3 old_coord = all_mat * vec4(f_pos.xyz, 1.0);
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// vec4 new_f_pos = invfoo * (old_coord);//vec4(f_pos, 1.0);
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vec3 f_col = lod_col(f_pos.xy);
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vec3 f_col = mix(lod_col(f_pos.xy), vec3(0), clamp(pull_down / 10, 0, 1));
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// tgt_color = vec4(f_col, 1.0);
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// return;
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// vec3 f_col = srgb_to_linear(vec3(1.0));
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@ -29,6 +29,7 @@ uniform u_locals {
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out vec3 f_pos;
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out vec3 f_norm;
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out float pull_down;
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// out vec2 v_pos_orig;
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// out vec4 f_square;
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// out vec4 f_shadow;
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@ -48,7 +49,8 @@ void main() {
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// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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pull_down = 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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f_pos.z -= pull_down;
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// f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0));
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// f_pos.z = mix(-f_pos.z, f_pos.z, view_distance.x <= distance(focus_pos.xy, f_pos.xy) + 32.0);
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