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9 lines
255 B
GLSL
9 lines
255 B
GLSL
#include <lod.glsl>
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vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) {
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// Underwater light attenuation
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surf_color = water_diffuse(surf_color, dir, max_dist);
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return surf_color;
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}
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