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#if !defined END_CENTER_FOG
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#define END_CENTER_FOG
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float doEndCenterFog(vec3 ro, vec3 rayDir, float wsdist, float falloff) { // Thanks to FoZy STYLE
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vec3 d = ro - vec3(0.5, 60.5, 0.5); // Light source vector
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d.y *= 0.7;
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rayDir.y *= 0.7;
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float a = falloff * dot(rayDir, rayDir);
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float b = 2.0 * falloff * dot(rayDir, d);
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float c = 1.0 + falloff * dot(d, d);
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float sqrtDiscr = max(0.001, sqrt(4.0 * a * c - b * b));
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float upper = (2.0 * a * wsdist + b) / sqrtDiscr;
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float lower = b / sqrtDiscr;
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return 2.0 * (atan(upper) - atan(lower)) / sqrtDiscr;
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}
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#endif
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