diff --git a/shaders/lib/end_fog.glsl b/shaders/lib/end_fog.glsl index 115dbee..7c82134 100644 --- a/shaders/lib/end_fog.glsl +++ b/shaders/lib/end_fog.glsl @@ -141,7 +141,7 @@ float densityAtPosFog(in vec3 pos){ // Create a rising swirl centered around some origin. void SwirlAroundOrigin(inout vec3 alteredOrigin, vec3 origin){ - float radiance = 2.39996 + alteredOrigin.y/1.5 + frameTimeCounter/50*0; + float radiance = 2.39996 + alteredOrigin.y/1.5 + frameTimeCounter/50; mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance))); // make the swirl only happen within a radius @@ -186,7 +186,7 @@ float fogShape(in vec3 pos){ SwirlAroundOrigin(samplePos, pos); float noise = densityAtPosFog(samplePos * 12.0); - float erosion = 1.0-densityAtPosFog((samplePos - frameTimeCounter/20*0) * (124 + (1-noise)*7)); + float erosion = 1.0-densityAtPosFog((samplePos - frameTimeCounter/20) * (124 + (1-noise)*7)); float clumpyFog = max(exp(noise * -mix(10,4,vortexBounds))*mix(2,1,vortexBounds) - erosion*0.3, 0.0);