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Better pulldown
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a9b2018383
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@ -75,7 +75,7 @@ void main() {
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float my_alt = f_pos.z + focus_off.z;
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float f_ao = 1.0;
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const float VOXELIZE_DIST = 2000;
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float voxelize_factor = clamp(1.0 - (distance(focus_pos.xy, f_pos.xy) - view_distance.x) / VOXELIZE_DIST, 0, 0.75);
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float voxelize_factor = clamp(1.0 - (distance(focus_pos.xy, f_pos.xy) - view_distance.x) / VOXELIZE_DIST, 0, 1.0);
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vec3 cam_dir = normalize(cam_pos.xyz - f_pos.xyz);
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vec3 side_norm = normalize(vec3(my_norm.xy, 0));
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vec3 top_norm = vec3(0, 0, 1);
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@ -125,8 +125,8 @@ void main() {
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//max_light += lights_at(f_pos, voxel_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, voxel_norm, 1.0, emitted_light, reflected_light);
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vec3 side_color = mix(surf_color, vec3(1), snow_cover);
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vec3 top_color = mix(surf_color, surf_color * 0.3, snow_cover);
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surf_color = mix(side_color, top_color, 1.0 - fract((f_pos.z + focus_off.z) * 0.1));
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vec3 top_color = mix(surf_color, surf_color * 0.3, 0.5 + snow_cover * 0.5);
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surf_color = mix(side_color, top_color, 1.0 - pow(fract((f_pos.z + focus_off.z) * 0.1), 2.0));
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surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light);
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@ -34,7 +34,7 @@ void main() {
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vec3 tree_pos = inst_pos - focus_off.xyz;
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f_pos = tree_pos + v_pos;
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float pull_down = 1.0 / pow(distance(focus_pos.xy, tree_pos.xy) / (view_distance.x * 0.95), 50.0);
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float pull_down = 1.0 / pow(distance(focus_pos.xy, tree_pos.xy) / (view_distance.x * 0.95), 150.0);
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f_pos.z -= pull_down;
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f_norm = v_norm;
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