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#include "/lib/shaderSettings/cloudsAndLighting.glsl"
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const float cloudStretchModified = max(0.25, float(CLOUD_STRETCH) * 1.9 - 0.9);
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#if CLOUD_QUALITY_INTERNAL == 1 || !defined DEFERRED1
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const float cloudStretchRaw = 11.0 * cloudStretchModified;
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#elif CLOUD_QUALITY_INTERNAL == 2
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const float cloudStretchRaw = 16.0 * cloudStretchModified;
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#elif CLOUD_QUALITY_INTERNAL == 3
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const float cloudStretchRaw = 18.0 * cloudStretchModified;
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#elif CLOUD_QUALITY_INTERNAL == 4
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const float cloudStretchRaw = 20.0 * cloudStretchModified;
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#endif
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#ifdef DOUBLE_UNBOUND_CLOUDS
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const float L2cloudStretch = cloudStretchRaw * CLOUD_UNBOUND_LAYER2_HEIGHT / CLOUD_STRETCH;
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#if CLOUD_UNBOUND_SIZE_MULT <= 100
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float cloudStretch = cloudStretchRaw;
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#else
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float cloudStretch = cloudStretchRaw / float(CLOUD_UNBOUND_SIZE_MULT_M);
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#endif
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float cloudTallness = cloudStretch * 2.0;
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#else
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#if CLOUD_UNBOUND_SIZE_MULT <= 100
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const float cloudStretch = cloudStretchRaw;
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#else
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const float cloudStretch = cloudStretchRaw / float(CLOUD_UNBOUND_SIZE_MULT_M);
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#endif
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const float cloudTallness = cloudStretch * 2.0;
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#endif
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#if CLOUD_QUALITY > 1
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const float cloudNarrowness = 0.00012;
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#else
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const float cloudNarrowness = 0.00006;
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#endif
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float GetCloudNoise(vec3 tracePos, int cloudAltitude, float lTracePosXZ, float cloudPlayerPosY) {
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vec3 tracePosM = tracePos.xyz * cloudNarrowness;
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float wind = 0.0006;
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float noise = 0.0;
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float currentPersist = 1.0;
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float total = 0.0;
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#if CLOUD_SPEED_MULT == 100
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#define CLOUD_SPEED_MULT_M CLOUD_SPEED_MULT * 0.01
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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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wind *= frameTimeCounter * CLOUD_SPEED_MULT_M;
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#endif
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#if CLOUD_UNBOUND_SIZE_MULT != 100
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tracePosM *= CLOUD_UNBOUND_SIZE_MULT_M;
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wind *= CLOUD_UNBOUND_SIZE_MULT_M;
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#endif
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#ifdef DOUBLE_UNBOUND_CLOUDS
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if (cloudAltitude != cloudAlt1i) {
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tracePosM *= CLOUD_UNBOUND_LAYER2_SIZE * 10.0 / CLOUD_UNBOUND_SIZE_MULT;
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wind *= CLOUD_UNBOUND_LAYER2_SIZE * 30.0 * CLOUD_LAYER2_SPEED_MULT / CLOUD_UNBOUND_SIZE_MULT;
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}
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#endif
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#if CLOUD_QUALITY_INTERNAL == 1
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int sampleCount = 2;
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float persistance = 0.6;
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float noiseMult = 0.95;
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wind *= 0.5;
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#elif CLOUD_QUALITY_INTERNAL == 2 || !defined DEFERRED1
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int sampleCount = 4;
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float persistance = 0.5;
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float noiseMult = 1.14;
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#elif CLOUD_QUALITY_INTERNAL == 3
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int sampleCount = 4;
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float persistance = 0.5;
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float noiseMult = 1.0;
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#elif CLOUD_QUALITY_INTERNAL == 4
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int sampleCount = 5;
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float persistance = 0.5;
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float noiseMult = 1.05;
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#endif
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#ifndef DEFERRED1
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noiseMult *= 1.2;
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#endif
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#if CLOUD_DIRECTION == 1
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tracePosM.xz = tracePosM.zx;
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#endif
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for (int i = 0; i < sampleCount; i++) {
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#if CLOUD_QUALITY_INTERNAL >= 2
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noise += Noise3D(tracePosM - vec3(0.0, 0.0, wind)) * currentPersist;
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#else
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noise += texture2DLod(noisetex, tracePosM.xz - vec2(0.0, wind), 0.0).b * currentPersist;
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#endif
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total += currentPersist;
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tracePosM *= 3.0;
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wind *= 0.5;
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currentPersist *= persistance;
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}
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noise = pow2(noise / total);
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#define CLOUD_BASE_ADD 0.8
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//#define CLOUD_FAR_ADD -0.005
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#define CLOUD_ABOVE_ADD 0.1
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float nightCloudRemove = NIGHT_CLOUD_UNBOUND_REMOVE * (1.0 - sunVisibility) * -0.65 + 1.0; // mapped to 1 to 0.65 range
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float seasonCloudAdd = 0.0;
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#if SEASONS > 0
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float autumnOnlyForests = 1.0;
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#ifdef AUTUMN_CONDITION
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autumnOnlyForests = inForest;
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#endif
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float autumnWinterTime = autumnTime + winterTime;
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#if SNOW_CONDITION != 2
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autumnWinterTime *= mix(inSnowy + autumnOnlyForests, inSnowy, winterTime); // make only appear in cold biomes during winter
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#endif
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#if SNOW_CONDITION == 0
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autumnWinterTime *= mix(rainFactor + autumnOnlyForests, rainFactor, winterTime); // make only appear in rain during winter
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#endif
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seasonCloudAdd += mix(0.0, 0.35, autumnWinterTime);
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seasonCloudAdd += mix(0.0, -0.2, summerTime);
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#endif
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noiseMult *= CLOUD_BASE_ADD
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//+ CLOUD_FAR_ADD * sqrt(lTracePosXZ + 10.0) // more/less clouds far away
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+ CLOUD_ABOVE_ADD * clamp01(-cloudPlayerPosY / cloudTallness) // more clouds when camera is above them
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+ CLOUD_UNBOUND_RAIN_ADD * rainFactor + seasonCloudAdd; // more clouds during rain and seasons
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#ifdef DOUBLE_UNBOUND_CLOUDS
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if (cloudAltitude != cloudAlt1i)
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noise *= noiseMult * CLOUD_UNBOUND_LAYER2_AMOUNT * nightCloudRemove;
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else
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#endif
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noise *= noiseMult * CLOUD_UNBOUND_AMOUNT * nightCloudRemove;
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float threshold = clamp(abs(cloudAltitude - tracePos.y) / cloudStretch, 0.001, 0.999);
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threshold = pow2(pow2(pow2(threshold)));
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return noise - (threshold * 0.2 + 0.25);
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}
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vec4 GetVolumetricClouds(int cloudAltitude, float distanceThreshold, inout float cloudLinearDepth, float skyFade, float skyMult0, vec3 cameraPos, vec3 nPlayerPos, float lViewPosM, float VdotS, float VdotU, float dither, vec3 sunVec, vec3 viewPos) {
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vec4 volumetricClouds = vec4(0.0);
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#ifdef DOUBLE_UNBOUND_CLOUDS
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float L1cloudStretch = cloudStretch;
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if (cloudAltitude != cloudAlt1i) { // second layer
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cloudStretch = L2cloudStretch;
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cloudTallness = 2.0 * cloudStretch;
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}
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#endif
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float higherPlaneAltitude = cloudAltitude + cloudStretch;
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float lowerPlaneAltitude = cloudAltitude - cloudStretch;
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float lowerPlaneDistance = (lowerPlaneAltitude - cameraPos.y) / nPlayerPos.y;
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float higherPlaneDistance = (higherPlaneAltitude - cameraPos.y) / nPlayerPos.y;
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float minPlaneDistance = min(lowerPlaneDistance, higherPlaneDistance);
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minPlaneDistance = max(minPlaneDistance, 0.0);
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float maxPlaneDistance = max(lowerPlaneDistance, higherPlaneDistance);
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if (maxPlaneDistance < 0.0) return vec4(0.0);
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float planeDistanceDif = maxPlaneDistance - minPlaneDistance;
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#ifndef DEFERRED1
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float stepMult = 64.0;
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#elif CLOUD_QUALITY_INTERNAL == 1
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float stepMult = 16.0;
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#elif CLOUD_QUALITY_INTERNAL == 2
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float stepMult = 32.0;
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#elif CLOUD_QUALITY_INTERNAL == 3
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float stepMult = 16.0;
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#elif CLOUD_QUALITY_INTERNAL == 4
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float stepMult = 24.0;
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#endif
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#if defined DOUBLE_UNBOUND_CLOUDS && (CLOUD_UNBOUND_LAYER2_SIZE > 10 || CLOUD_UNBOUND_SIZE_MULT > 100)
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if (cloudAltitude != cloudAlt1i) {
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#if CLOUD_UNBOUND_LAYER2_SIZE > 10
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stepMult = stepMult / sqrt(CLOUD_UNBOUND_LAYER2_SIZE * 0.1);
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#endif
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} else {
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#if CLOUD_UNBOUND_SIZE_MULT > 100
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stepMult = stepMult / sqrt(float(CLOUD_UNBOUND_SIZE_MULT_M));
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#endif
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}
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#else
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#if CLOUD_UNBOUND_SIZE_MULT > 100
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stepMult = stepMult / sqrt(float(CLOUD_UNBOUND_SIZE_MULT_M));
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#endif
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#endif
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int sampleCount = int(planeDistanceDif / stepMult + dither + 1);
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vec3 traceAdd = nPlayerPos * stepMult;
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vec3 tracePos = cameraPos + minPlaneDistance * nPlayerPos;
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tracePos += traceAdd * dither;
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tracePos.y -= traceAdd.y;
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float firstHitPos = 0.0;
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float VdotSM1 = max0(sunVisibility > 0.5 ? VdotS : - VdotS);
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float VdotSM1M = VdotSM1 * invRainFactor;
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float VdotSM2 = pow2(VdotSM1) * abs(sunVisibility - 0.5) * 2.0;
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float VdotSM3 = VdotSM2 * (2.5 + rainFactor) + 1.5 * rainFactor;
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float VdotSM4 = pow(VdotSM1M, 100.0) * sunVisibility;
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#ifdef FIX_AMD_REFLECTION_CRASH
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sampleCount = min(sampleCount, 30); //BFARC
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#endif
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#ifdef AURORA_INFLUENCE
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cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.06, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
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cloudAmbientColor = getAuroraAmbientColor(cloudAmbientColor, viewPos, 0.03, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
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#endif
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for (int i = 0; i < sampleCount; i++) {
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tracePos += traceAdd;
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if (abs(tracePos.y - cloudAltitude) > cloudStretch) break;
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vec3 cloudPlayerPos = tracePos - cameraPos;
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float lTracePos = length(cloudPlayerPos);
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float lTracePosXZ = length(cloudPlayerPos.xz);
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float cloudMult = 1.0;
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if (lTracePosXZ > distanceThreshold) break;
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if (lTracePos > lViewPosM) {
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if (skyFade < 0.7) continue;
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else cloudMult = skyMult0;
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}
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float cloudNoise = GetCloudNoise(tracePos, cloudAltitude, lTracePosXZ, cloudPlayerPos.y);
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if (cloudNoise > 0.00001) {
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#if defined DOUBLE_UNBOUND_CLOUDS
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//Fixes overlapping clouds
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if (CLOUD_UNBOUND_LAYER2_HEIGHT > CLOUD_STRETCH){
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if (cloudAltitude == cloudAlt1i) {
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if (abs(tracePos.y - cloudAlt2i) < L2cloudStretch)
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continue;
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}
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} else {
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if (cloudAltitude != cloudAlt1i) {
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if (abs(tracePos.y - cloudAlt1i) < L1cloudStretch)
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continue;
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}
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}
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#endif
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#if defined CLOUD_CLOSED_AREA_CHECK && SHADOW_QUALITY > -1
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float shadowLength = shadowDistance * 0.9166667; //consistent08JJ622
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if (shadowLength < lTracePos)
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if (GetShadowOnCloud(tracePos, cameraPos, cloudAltitude, lowerPlaneAltitude, higherPlaneAltitude)) {
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if (eyeBrightness.y != 240) continue;
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}
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#endif
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if (firstHitPos < 1.0) {
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firstHitPos = lTracePos;
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#if CLOUD_QUALITY_INTERNAL == 1 && defined DEFERRED1
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tracePos.y += 4.0 * (texture2DLod(noisetex, tracePos.xz * cloudNarrowness * 16.0, 0.0).r - 0.5);
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#endif
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}
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#if defined DOUBLE_UNBOUND_CLOUDS && CLOUD_UNBOUND_LAYER2_TRANSPARENCY != 20
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float opacityFactor = cloudAltitude != cloudAlt1i
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? min1(cloudNoise * 8.0) * (CLOUD_UNBOUND_LAYER2_TRANSPARENCY * 0.05)
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: min1(cloudNoise * 8.0) * CLOUD_TRANSPARENCY;
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#else
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float opacityFactor = min1(cloudNoise * 8.0) * CLOUD_TRANSPARENCY;
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#endif
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#ifdef INVERTED_CLOUD_SHADING
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float cloudShading = (higherPlaneAltitude - tracePos.y) / cloudTallness;
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#else
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float cloudShading = 1.0 - (higherPlaneAltitude - tracePos.y) / cloudTallness;
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#endif
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cloudShading *= 1.0 + 0.2 * VdotSM3 * (1.0 - opacityFactor) + VdotSM4;
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#if CLOUD_SHADING_AMOUNT != 10
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cloudShading = pow(max0(cloudShading), CLOUD_SHADING_AMOUNT * 0.1);
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#endif
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#ifdef AURORA_INFLUENCE
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cloudLightColor = getAuroraAmbientColor(cloudLightColor, viewPos, 0.1, AURORA_CLOUD_INFLUENCE_INTENSITY, 0.75);
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#endif
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#if CLOUD_SUN_MOON_SHADING > 0
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float visibilityFactor = 1.0;
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#if CLOUD_SUN_MOON_SHADING == 1
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visibilityFactor = 1.0 - sunVisibility;
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#elif CLOUD_SUN_MOON_SHADING == 2
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visibilityFactor = sunVisibility;
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#endif
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if (visibilityFactor > 0.0) {
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vec3 worldLightVec = mat3(gbufferModelViewInverse) * sunVec;
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float cloudLightRadius = 375.0;
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float aboveFade = clamp01(1.0 - (cameraPos.y - cloudAltitude) / (cloudTallness * 3.0));
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float radiusFactor = mix(cloudLightRadius * 8.0, cloudLightRadius, aboveFade);
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float moonVisibility = abs(1.0 - moonPhase / 4.0);
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float sunMult = mix(moonVisibility, 0.85, sunVisibility);
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float sunPlaneIntersect = (cloudAltitude - cameraPos.y) / worldLightVec.y;
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vec2 posVector = cameraPos.xz + worldLightVec.xz * sunPlaneIntersect - tracePos.xz;
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float falloff = exp((1.0 - max0(1.0 - length(posVector) / radiusFactor)) * -6.0) * aboveFade * sunMult;
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float sunShadingFactor = clamp01(falloff * mix(1.0, 2.0, aboveFade) * mix(1.0, (lTracePos - minPlaneDistance) / (maxPlaneDistance - minPlaneDistance), 0.75));
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vec3 bloodMoonCloudColor = vec3(1.0);
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#if BLOOD_MOON > 0
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bloodMoonCloudColor = mix(bloodMoonCloudColor, vec3(0.302, 0.0078, 0.0078) * 5, getBloodMoon(sunVisibility));
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#endif
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cloudLightColor += bloodMoonCloudColor * sunShadingFactor * 0.3 * visibilityFactor;
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cloudShading += sunShadingFactor * 0.45 * visibilityFactor;
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}
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#endif
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#if BLOOD_MOON > 0
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vec3 hsvCloudLightColor = rgb2hsv(cloudLightColor);
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cloudLightColor = mix(cloudLightColor, hsv2rgb(vec3(0, max(0.66, hsvCloudLightColor.y), hsvCloudLightColor.z)), getBloodMoon(sunVisibility));
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#endif
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vec3 colorSample = cloudAmbientColor * (0.4 + 0.6 * cloudShading) + cloudLightColor * cloudShading;
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//vec3 colorSample = 2.5 * cloudLightColor * pow2(cloudShading); // <-- Used this to take the Unbound logo
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#ifdef RAIN_ATMOSPHERE
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// Lightning flashes around lightning bolt position
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vec3 lightningPos = getLightningPos(tracePos - cameraPos, lightningBoltPosition.xyz, false);
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vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 550.0, 0.0, 0) * isLightningActive() * 10.0;
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colorSample += lightningAdd.y;
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// Thunderstorm cloud highlights (randomly appear in stormy weather)
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float highlightBoost = getThunderstormCloudHighlights(tracePos, cameraPos.xz, lTracePos, minPlaneDistance, maxPlaneDistance, 0.004);
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colorSample += highlightBoost;
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#endif
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vec3 cloudSkyColor = GetSky(VdotU, VdotS, dither, isEyeInWater == 0, false);
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#ifdef ATM_COLOR_MULTS
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cloudSkyColor *= sqrtAtmColorMult; // C72380KD - Reduced atmColorMult impact on some things
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#endif
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float distanceRatio = (distanceThreshold - lTracePosXZ) / distanceThreshold;
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float cloudDistanceFactor = clamp(distanceRatio, 0.0, 0.8) * 1.25;
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float cloudFogFactor = pow2(pow1_5(clamp(distanceRatio, 0.0, 1.0)));
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float skyMult1 = 1.0 - 0.2 * (1.0 - skyFade) * max(sunVisibility2, nightFactor);
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float skyMult2 = 1.0 - 0.33333 * skyFade;
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colorSample = mix(cloudSkyColor, colorSample * skyMult1, cloudFogFactor * skyMult2 * 0.72);
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colorSample *= pow2(1.0 - maxBlindnessDarkness);
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volumetricClouds.rgb = mix(volumetricClouds.rgb, colorSample, 1.0 - min1(volumetricClouds.a));
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volumetricClouds.a += opacityFactor * pow(cloudDistanceFactor, 0.5 + 10.0 * pow(abs(VdotSM1M), 90.0)) * cloudMult;
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if (volumetricClouds.a > 0.9) {
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volumetricClouds.a = 1.0;
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break;
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}
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}
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}
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#ifndef DOUBLE_UNBOUND_CLOUDS
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if (volumetricClouds.a > 0.5)
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#endif
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{ cloudLinearDepth = sqrt(firstHitPos / renderDistance); }
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return volumetricClouds;
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}
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