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re-enable end fog animations (oopsi doopsi)
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@@ -141,7 +141,7 @@ float densityAtPosFog(in vec3 pos){
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// Create a rising swirl centered around some origin.
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void SwirlAroundOrigin(inout vec3 alteredOrigin, vec3 origin){
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float radiance = 2.39996 + alteredOrigin.y/1.5 + frameTimeCounter/50*0;
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float radiance = 2.39996 + alteredOrigin.y/1.5 + frameTimeCounter/50;
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mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
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// make the swirl only happen within a radius
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@@ -186,7 +186,7 @@ float fogShape(in vec3 pos){
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SwirlAroundOrigin(samplePos, pos);
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float noise = densityAtPosFog(samplePos * 12.0);
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float erosion = 1.0-densityAtPosFog((samplePos - frameTimeCounter/20*0) * (124 + (1-noise)*7));
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float erosion = 1.0-densityAtPosFog((samplePos - frameTimeCounter/20) * (124 + (1-noise)*7));
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float clumpyFog = max(exp(noise * -mix(10,4,vortexBounds))*mix(2,1,vortexBounds) - erosion*0.3, 0.0);
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