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vec4 GetNetherStorm(vec3 color, vec3 translucentMult, vec3 nPlayerPos, vec3 playerPos, float lViewPos, float lViewPos1, float dither) {
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if (isEyeInWater != 0) return vec4(0.0);
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vec4 netherStorm = vec4(1.0, 1.0, 1.0, 0.0);
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#ifdef BORDER_FOG
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float maxDist = min(renderDistance, NETHER_VIEW_LIMIT); // consistency9023HFUE85JG
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#else
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float maxDist = renderDistance;
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#endif
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#ifndef LOW_QUALITY_NETHER_STORM
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int sampleCount = int(maxDist / 8.0 + 0.001);
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vec3 traceAdd = nPlayerPos * maxDist / sampleCount;
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vec3 tracePos = cameraPosition;
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tracePos += traceAdd * dither;
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#else
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int sampleCount = int(maxDist / 16.0 + 0.001);
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vec3 traceAdd = 0.75 * nPlayerPos * maxDist / sampleCount;
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vec3 tracePos = cameraPosition;
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tracePos += traceAdd * dither;
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tracePos += traceAdd * sampleCount * 0.25;
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#endif
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vec3 translucentMultM = pow(translucentMult, vec3(1.0 / sampleCount));
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for (int i = 0; i < sampleCount; i++) {
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tracePos += traceAdd;
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vec3 tracedPlayerPos = tracePos - cameraPosition;
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float lTracePos = length(tracedPlayerPos);
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if (lTracePos > lViewPos1) break;
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vec3 wind = vec3(frameTimeCounter * 0.002);
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vec3 tracePosM = tracePos * 0.001;
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tracePosM.y += tracePosM.x;
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tracePosM += Noise3D(tracePosM - wind) * 0.01;
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tracePosM = tracePosM * vec3(2.0, 0.5, 2.0);
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float traceAltitudeM = abs(tracePos.y - NETHER_STORM_LOWER_ALT);
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if (tracePos.y < NETHER_STORM_LOWER_ALT) traceAltitudeM *= 10.0;
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traceAltitudeM = 1.0 - min1(abs(traceAltitudeM) / NETHER_STORM_HEIGHT);
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for (int h = 0; h < 4; h++) {
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float stormSample = pow2(Noise3D(tracePosM + wind));
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stormSample *= traceAltitudeM;
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stormSample = pow2(pow2(stormSample));
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stormSample *= sqrt1(max0(1.0 - lTracePos / maxDist));
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netherStorm.a += stormSample;
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tracePosM *= 2.0;
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wind *= -2.0;
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}
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#ifdef RAIN_ATMOSPHERE
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vec3 lightningPos = getLightningPos(tracePos - cameraPosition, lightningBoltPosition.xyz, false);
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vec2 lightningAdd = lightningFlashEffect(lightningPos, vec3(1.0), 150.0, 0.0, 0) * isLightningActive() * 8.0;
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netherStorm.rgb += lightningAdd.y;
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#endif
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if (lTracePos > lViewPos) netherStorm.rgb *= translucentMultM;
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}
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#ifdef LOW_QUALITY_NETHER_STORM
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netherStorm.a *= 1.8;
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#endif
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netherStorm.a = min1(netherStorm.a * NETHER_STORM_I);
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netherStorm.rgb *= netherColor * 3.0 * (1.0 - maxBlindnessDarkness);
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//if (netherStorm.a > 0.98) netherStorm.rgb = vec3(1,0,1);
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//netherStorm.a *= 1.0 - max0(netherStorm.a - 0.98) * 50.0;
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return netherStorm;
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}
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