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COLORED_LIGHT_FOG_RAIN
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shaders/program/composite1.glsl

Lines changed: 27 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
#include "/lib/shaderSettings/doomAndGloomFog.glsl"
1+
#include "/lib/shaderSettings/doomAndGloomFog.glsl"
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/////////////////////////////////////
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// Complementary Shaders by EminGT //
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/////////////////////////////////////
@@ -17,8 +17,8 @@
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#undef NETHER_STORM
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#endif
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#define COLORED_LIGHT_FOG_RAIN_I 0 //[0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200]
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#ifdef COLORED_LIGHT_FOG_RAIN_I
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#endif
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//#ifdef COLORED_LIGHT_FOG_RAIN_I
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//#endif
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//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
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#ifdef FRAGMENT_SHADER
@@ -59,11 +59,11 @@ float GetLinearDepth(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near));
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}
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62-
//Includes//
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#if defined MOD_SCORCHFUL && (VOLUMETRIC_SCORCHFUL_SANDSTORM >= 1)
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#include "/lib/atmospherics/scorchfulSandstormFog.glsl"
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#endif
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//Includes//
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#if defined MOD_SCORCHFUL && (VOLUMETRIC_SCORCHFUL_SANDSTORM >= 1)
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#include "/lib/atmospherics/scorchfulSandstormFog.glsl"
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#endif
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#include "/lib/atmospherics/fog/waterFog.glsl"
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#include "/lib/atmospherics/fog/caveFactor.glsl"
@@ -279,11 +279,11 @@ void main() {
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#ifdef COLORED_LIGHT_FOG
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vec3 lightFog = GetColoredLightFog(nPlayerPos, translucentMult, lViewPos, lViewPos1, dither, vlFactorM);
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float lightFogMult = COLORED_LIGHT_FOG_I;
282-
lightFogLength += length(lightFog);
283-
#if DOOM_AND_GLOOM_FOG == 1
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lightFogMult *= DG_ACT_FOG_INTENSITY;
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#elif defined MOD_DOOM_AND_GLOOM && (DOOM_AND_GLOOM_FOG == 0)
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lightFogMult *= mix(1, DG_ACT_FOG_INTENSITY, doomAndGloomFog);
282+
lightFogLength += length(lightFog);
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#if DOOM_AND_GLOOM_FOG == 1
284+
lightFogMult *= DG_ACT_FOG_INTENSITY;
285+
#elif defined MOD_DOOM_AND_GLOOM && (DOOM_AND_GLOOM_FOG == 0)
286+
lightFogMult *= mix(1, DG_ACT_FOG_INTENSITY, doomAndGloomFog);
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#endif
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//if (heldItemId == 40000 && heldItemId2 != 40000) lightFogMult = 0.0; // Hold spider eye to disable light fog
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@@ -295,20 +295,20 @@ void main() {
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#endif
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#endif
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298-
#if defined MOD_SCORCHFUL && (VOLUMETRIC_SCORCHFUL_SANDSTORM >= 1)
299-
vec4 effect = GetVolumetricSandstorm(color, translucentMult, nPlayerPos, playerPos, lViewPos, lViewPos1, dither) * rainFactor * hasSandstorm;
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301-
#if defined ATM_COLOR_MULTS || defined SPOOKY
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effect.rgb *= GetAtmColorMult();
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#endif
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#ifdef MOON_PHASE_INF_ATMOSPHERE
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effect.rgb *= moonPhaseInfluence;
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#endif
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color = mix(color, effect.rgb, effect.a);
309-
#endif
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298+
#if defined MOD_SCORCHFUL && (VOLUMETRIC_SCORCHFUL_SANDSTORM >= 1)
299+
vec4 effect = GetVolumetricSandstorm(color, translucentMult, nPlayerPos, playerPos, lViewPos, lViewPos1, dither) * rainFactor * hasSandstorm;
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301+
#if defined ATM_COLOR_MULTS || defined SPOOKY
302+
effect.rgb *= GetAtmColorMult();
303+
#endif
304+
#ifdef MOON_PHASE_INF_ATMOSPHERE
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effect.rgb *= moonPhaseInfluence;
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#endif
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color = mix(color, effect.rgb, effect.a);
309+
#endif
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if (isEyeInWater == 1) {
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if (z0 == 1.0) color.rgb = waterFogColor;
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