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#include "/lib/shaderSettings/clouds.glsl"
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#if CLOUD_UNBOUND_SIZE_MULT != 100
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#define CLOUD_UNBOUND_SIZE_MULT_M CLOUD_UNBOUND_SIZE_MULT * 0.01
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#endif
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#include "/lib/colors/lightAndAmbientColors.glsl"
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#include "/lib/colors/cloudColors.glsl"
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#include "/lib/atmospherics/sky.glsl"
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float InterleavedGradientNoiseForClouds() {
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float n = 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y);
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#ifdef TAA
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return fract(n + goldenRatio * mod(float(frameCounter), 3600.0));
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#else
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return fract(n);
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#endif
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}
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#if SHADOW_QUALITY > -1
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vec3 GetShadowOnCloudPosition(vec3 tracePos, vec3 cameraPos) {
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vec3 wpos = PlayerToShadow(tracePos - cameraPos);
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float distb = sqrt(wpos.x * wpos.x + wpos.y * wpos.y);
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float distortFactor = 1.0 - shadowMapBias + distb * shadowMapBias;
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vec3 shadowPosition = vec3(vec2(wpos.xy / distortFactor), wpos.z * 0.2);
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return shadowPosition * 0.5 + 0.5;
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}
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bool GetShadowOnCloud(vec3 tracePos, vec3 cameraPos, int cloudAltitude, float lowerPlaneAltitude, float higherPlaneAltitude) {
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const float cloudShadowOffset = 0.5;
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vec3 shadowPosition0 = GetShadowOnCloudPosition(tracePos, cameraPos);
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if (length(shadowPosition0.xy * 2.0 - 1.0) < 1.0) {
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float shadowsample0 = shadow2D(shadowtex0, shadowPosition0).z;
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if (shadowsample0 == 0.0) return true;
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}
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return false;
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}
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#endif
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#ifdef CLOUDS_REIMAGINED
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#include "/lib/atmospherics/clouds/reimaginedClouds.glsl"
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#endif
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#ifdef CLOUDS_UNBOUND
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#include "/lib/atmospherics/clouds/unboundClouds.glsl"
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#endif
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vec4 GetClouds(inout float cloudLinearDepth, float skyFade, vec3 cameraPosOffset, vec3 playerPos, vec3 viewPos,
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float lViewPos, float VdotS, float VdotU, float dither, vec3 auroraBorealis, vec3 nightNebula, vec3 sunVec) {
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vec4 clouds = vec4(0.0);
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vec3 nPlayerPos = normalize(playerPos);
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float lViewPosM = lViewPos < renderDistance * 1.5 ? lViewPos - 1.0 : 1000000000.0;
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float skyMult0 = pow2(skyFade * 3.333333 - 2.333333);
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#if IRIS_VERSION >= 10800
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#ifdef CLOUDS_REIMAGINED
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float modFactor = 1.0 / cloudNarrowness * 256.0;
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#else
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#if CLOUD_UNBOUND_SIZE_MULT == 100
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float modFactor = 1.0 / cloudNarrowness;
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#else
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float modFactor = 1.0 / (cloudNarrowness * CLOUD_UNBOUND_SIZE_MULT_M);
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#endif
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#endif
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int modFactorM = int(modFactor);
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vec2 cameraPositionBIM = cameraPositionInt.xz - modFactorM * (cameraPositionInt.xz / modFactorM);
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vec3 cameraPos = vec3(
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cameraPositionBIM.x + cameraPositionBestFract.x,
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cameraPosition.y,
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cameraPositionBIM.y + cameraPositionBestFract.z
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);
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#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
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float layer2ScaleFactor = CLOUD_UNBOUND_LAYER2_SIZE * 10.0 / CLOUD_UNBOUND_SIZE_MULT;
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#if CLOUD_UNBOUND_SIZE_MULT == 100
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float modFactor2 = 1.0 / (cloudNarrowness * layer2ScaleFactor);
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#else
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float modFactor2 = 1.0 / (cloudNarrowness * CLOUD_UNBOUND_SIZE_MULT_M * layer2ScaleFactor);
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#endif
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int modFactorM2 = int(modFactor2);
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vec2 cameraPositionBIM2 = cameraPositionInt.xz - modFactorM2 * (cameraPositionInt.xz / modFactorM2);
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vec3 cameraPos2 = vec3(
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cameraPositionBIM2.x + cameraPositionBestFract.x,
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cameraPosition.y,
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cameraPositionBIM2.y + cameraPositionBestFract.z
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);
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#endif
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#else
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vec3 cameraPos = cameraPosition;
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#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
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vec3 cameraPos2 = cameraPosition;
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#endif
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#endif
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cameraPos += cameraPosOffset;
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#if defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
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cameraPos2 += cameraPosOffset;
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#endif
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#ifdef CLOUDS_REIMAGINED
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float thresholdF = 4000.0;
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#else
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float thresholdF = 4000.0;
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#endif
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//float thresholdMix = pow2(clamp01(VdotU * 15.0));
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//thresholdF = mix(far, thresholdF, thresholdMix * 0.5 + 0.5);
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thresholdF *= CLOUD_RENDER_DISTANCE;
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#if RAINBOW_CLOUD != 0
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vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos, 1.0)).xyz);
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wpos /= (abs(wpos.y) + length(wpos.xz));
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vec3 rainbowColor = getRainbowColor(wpos.xz * rainbowCloudDistribution * 0.35, 0.05);
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cloudRainColor *= rainbowColor;
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cloudAmbientColor *= rainbowColor;
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cloudLightColor *= rainbowColor;
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#endif
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#ifdef CLOUDS_REIMAGINED
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cloudAmbientColor *= 1.0 - 0.25 * rainFactor;
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#endif
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vec3 cloudColorMult = vec3(1.0);
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#if CLOUD_R != 100 || CLOUD_G != 100 || CLOUD_B != 100
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cloudColorMult *= vec3(CLOUD_R, CLOUD_G, CLOUD_B) * 0.01;
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#endif
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cloudAmbientColor *= cloudColorMult;
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cloudLightColor *= cloudColorMult;
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#if defined CLOUDS_REIMAGINED && defined DOUBLE_REIM_CLOUDS
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int maxCloudAlt = max(cloudAlt1i, cloudAlt2i);
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int minCloudAlt = min(cloudAlt1i, cloudAlt2i);
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if (abs(cameraPos.y - minCloudAlt) < abs(cameraPos.y - maxCloudAlt)) {
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clouds = GetVolumetricClouds(minCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
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cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
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if (clouds.a == 0.0) {
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clouds = GetVolumetricClouds(maxCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
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cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
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}
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} else {
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clouds = GetVolumetricClouds(maxCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
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cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
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if (clouds.a == 0.0) {
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clouds = GetVolumetricClouds(minCloudAlt, thresholdF, cloudLinearDepth, skyFade, skyMult0,
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cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
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}
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}
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#elif defined CLOUDS_UNBOUND && defined DOUBLE_UNBOUND_CLOUDS
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float cloudLinearDepth1 = 1.0;
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float cloudLinearDepth2 = 1.0;
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//The order of calculating the clouds actually matters here
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vec4 clouds1 = GetVolumetricClouds(cloudAlt1i, thresholdF, cloudLinearDepth1, skyFade, skyMult0,
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cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
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vec4 clouds2 = GetVolumetricClouds(cloudAlt2i, thresholdF, cloudLinearDepth2, skyFade, skyMult0,
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cameraPos2, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos);
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if (clouds1.a * clouds2.a < 1e-36)
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clouds = clouds1 * sign(max(0.0, clouds1.a - 1e-36)) + clouds2 * sign(max(0.0, clouds2.a - 1e-36));
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else {
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if (cloudLinearDepth1 < cloudLinearDepth2)
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clouds = vec4(mix(clouds2.rgb, clouds1.rgb, clouds1.w), mix(clouds2.w, 1.0, clouds1.w));
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else
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clouds = vec4(mix(clouds1.rgb, clouds2.rgb, clouds2.w), mix(clouds1.w, 1.0, clouds2.w));
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}
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cloudLinearDepth = min(clouds1.a > 0.5 ? cloudLinearDepth1 : 1.0, clouds2.a > 0.5 ? cloudLinearDepth2 : 1.0);
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#else
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clouds = GetVolumetricClouds(cloudAlt1i, thresholdF, cloudLinearDepth, skyFade, skyMult0,
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cameraPos, nPlayerPos, lViewPosM, VdotS, VdotU, dither, sunVec, viewPos) ;
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#endif
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#ifdef ATM_COLOR_MULTS
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clouds.rgb *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
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#endif
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#ifdef MOON_PHASE_INF_ATMOSPHERE
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clouds.rgb *= moonPhaseInfluence;
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#endif
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#if AURORA_STYLE > 0
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clouds.rgb += auroraBorealis * 0.1;
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#endif
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#if NIGHT_NEBULAE == 1
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clouds.rgb += nightNebula * 0.2;
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#endif
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return clouds;
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}
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