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Fix https://github.com/Merlin1809/Eclipse-Shader/issues/14 , slightly tweak atmospheric haze
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@@ -152,7 +152,7 @@ void main() {
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vec3 minimumlight = vec3(1.0) * 0.01 * MIN_LIGHT_AMOUNT + nightVision * 0.05;
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// luminance based reinhard is useful ouside of tonemapping too.
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averageSkyCol_Clouds = 1.5 * (averageSkyCol_Clouds / (1.0+luma(averageSkyCol_Clouds)*0.2));
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averageSkyCol_Clouds = averageSkyCol_Clouds / (1.0+luma(averageSkyCol_Clouds)*0.2);
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averageSkyCol = max(averageSkyCol * PLANET_GROUND_BRIGHTNESS,0.0) + minimumlight;
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@@ -1,6 +1,6 @@
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option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit
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prefix.SHADER_VERSION_LABEL = V
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value.SHADER_VERSION_LABEL.482 = 3.0.3
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value.SHADER_VERSION_LABEL.482 = 3.0.4
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# if you're here to translate, this is not a joke, these do what they say
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profile.POTATO=§4Potato
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@@ -287,7 +287,7 @@ vec4 GetVolumetricFog(
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//------------------------------------
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// maximum range for atmosphere haze, basically.
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float planetVolume = 1.0 - exp(clamp(1.0 - length(progressW-cameraPosition) / (16.0*150.0), 0.0,1.0) * -10.0);
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float planetVolume = smoothstep(1.0 - exp(clamp(1.0 - length(progressW-cameraPosition) / (16.0*150.0), 0.0,1.0) * -10.0), 0.0, progressW.y-cameraPosition.y-500.0);
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// just air
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vec2 airCoef = (exp2(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.0,7.0)) * 192.0 * Haze_amount) * planetVolume;
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