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Put rainbows behind experimental
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86814eba04
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@ -247,11 +247,13 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of
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int i;
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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#ifdef EXPERIMENTAL_RAINBOWS
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// TODO: Make it a double rainbow
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float rainbow_t = (0.7 - dot(sun_dir.xyz, dir)) * 8 / 0.05;
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int rainbow_c = int(floor(rainbow_t));
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rainbow_t = fract(rainbow_t);
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#endif
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#endif
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for (i = 0; cdist > min_dist && i < 250; i ++) {
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ldist = cdist;
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@ -287,6 +289,7 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of
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// Rainbow
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#if (CLOUD_MODE >= CLOUD_MODE_MEDIUM)
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#ifdef EXPERIMENTAL_RAINBOWS
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if (rainbow_c >= 0 && rainbow_c < 8) {
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float rain = rain_density_at(pos.xy);
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vec3 colors[9] = {
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@ -307,6 +310,7 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of
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);
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}
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#endif
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#endif
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}
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#ifdef IS_POSTPROCESS
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}
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@ -467,6 +467,8 @@ pub enum ExperimentalShader {
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/// Display grid lines to visualize the distribution of shadow map texels
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/// for the directional light from the sun.
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DirectionalShadowMapTexelGrid,
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// Enable rain, unfinished and goes through blocks
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/// Enable rain, unfinished and goes through blocks
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Rain,
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/// Enable rainbows
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Rainbows,
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}
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