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Remove redundant stuff and other small fixes
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6 changed files with 21 additions and 50 deletions
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@ -450,7 +450,17 @@ void main(void)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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#ifdef ENABLE_TINTED_FOG
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float fogColorMax = max(max(fogColor.r, fogColor.g), fogColor.b);
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// Prevent zero division.
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if (fogColorMax < 0.0000001) fogColorMax = 1.0;
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// For high clarity (light fog) we tint the fog color.
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// For this to not make the fog color artificially dark we need to normalize using the
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// fog color's brightest value. We then blend our base color with this to make the fog.
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col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
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#else
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col = mix(fogColor, col, clarity);
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#endif
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col = vec4(col.rgb, base.a);
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