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Community Resource (scattersky fog fix)
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4 changed files with 0 additions and 16 deletions
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@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
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float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
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float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
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//return float4( depth, 0, 0, 0.7 );
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//return float4( depth, 0, 0, 0.7 );
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// Skip fogging the extreme far plane so that
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// the canvas clear color always appears.
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clip( 0.9999 - depth );
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float factor = computeSceneFog( eyePosWorld,
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float factor = computeSceneFog( eyePosWorld,
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eyePosWorld + ( IN.wsEyeRay * depth ),
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eyePosWorld + ( IN.wsEyeRay * depth ),
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fogData.x,
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fogData.x,
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@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
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float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
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float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
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//return float4( depth, 0, 0, 0.7 );
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//return float4( depth, 0, 0, 0.7 );
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// Skip fogging the extreme far plane so that
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// the canvas clear color always appears.
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clip( 0.9999 - depth );
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float factor = computeSceneFog( eyePosWorld,
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float factor = computeSceneFog( eyePosWorld,
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eyePosWorld + ( IN.wsEyeRay * depth ),
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eyePosWorld + ( IN.wsEyeRay * depth ),
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fogData.x,
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fogData.x,
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@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
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float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
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float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
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//return float4( depth, 0, 0, 0.7 );
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//return float4( depth, 0, 0, 0.7 );
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// Skip fogging the extreme far plane so that
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// the canvas clear color always appears.
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clip( 0.9999 - depth );
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float factor = computeSceneFog( eyePosWorld,
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float factor = computeSceneFog( eyePosWorld,
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eyePosWorld + ( IN.wsEyeRay * depth ),
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eyePosWorld + ( IN.wsEyeRay * depth ),
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fogData.x,
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fogData.x,
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@ -36,10 +36,6 @@ float4 main( PFXVertToPix IN ) : COLOR
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float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
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float depth = prepassUncondition( prepassTex, IN.uv0 ).w;
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//return float4( depth, 0, 0, 0.7 );
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//return float4( depth, 0, 0, 0.7 );
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// Skip fogging the extreme far plane so that
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// the canvas clear color always appears.
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clip( 0.9999 - depth );
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float factor = computeSceneFog( eyePosWorld,
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float factor = computeSceneFog( eyePosWorld,
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eyePosWorld + ( IN.wsEyeRay * depth ),
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eyePosWorld + ( IN.wsEyeRay * depth ),
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fogData.x,
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fogData.x,
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