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#ifndef INCLUDE_CLOUD_COORD
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#define INCLUDE_CLOUD_COORD
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#include "/lib/shaderSettings/clouds.glsl"
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const float cloudNarrowness = CLOUD_NARROWNESS;
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// Thanks to SixthSurge
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vec2 GetRoundedCloudCoord(vec2 pos, float cloudRoundness) { // cloudRoundness is meant to be 0.125 for clouds and 0.35 for cloud shadows
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vec2 coord = pos.yx + 0.5;
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#ifdef ROTATE_REIMAGINED_CLOUDS_90_NEW
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coord = coord.yx;
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#endif
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vec2 signCoord = sign(coord);
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coord = abs(coord) + 1.0;
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vec2 i, f = modf(coord, i);
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f = smoothstep(0.5 - cloudRoundness, 0.5 + cloudRoundness, f);
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coord = i + f;
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return (coord - 0.5) * signCoord / 256.0;
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}
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vec3 ModifyTracePos(vec3 tracePos, int cloudAltitude) {
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#if CLOUD_SPEED_MULT == 100
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float wind = syncedTime;
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#else
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#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
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float wind = frameTimeCounter * CLOUD_SPEED_MULT_M;
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#endif
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if (cloudAltitude != cloudAlt1i) {
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wind *= CLOUD_LAYER2_SPEED_MULT;
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}
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#if CLOUD_DIRECTION == 1
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tracePos.x -= wind;
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tracePos.z += cloudAltitude * 64.0;
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#else
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tracePos.z -= wind;
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tracePos.x += cloudAltitude * 64.0;
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#endif
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tracePos.xz *= cloudNarrowness;
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return tracePos.xyz;
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}
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#endif
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