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Adding True Volumetric Clouds
Adding True Volumetric Clouds
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On Line 1662 Hit ENTER And Copy And Paste This Code In
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float Get3DNoise2(in vec3 pos)
{
pos.z += 0.0f;
vec3 p = floor(pos);
vec3 f = fract(pos);
pos.xyz += 0.5f;
vec3 p = floor(pos);
vec3 f = fract(pos);
uv -= 0.5f;
uv2 -= 0.5f;
return clouds;
}
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On Line 1961 Hit ENTER And Copy And Paste This Code In
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vec4 CloudColor3(in vec4 worldPosition, in float sunglow, in vec3 worldLightVector)
{
float cloudHeight = Cloud3Height;
#else
t *= 0.0095;
p.x *= 0.5f;
p.x -= t * 0.01f;
#endif
noise *= cloudAltitudeWeight;
//cloud edge
float rainy = mix(wetness, 1.0f, rainStrength);
float coverage = Vol_Cloud_Coverage + rainy * 0.335;
coverage = mix(coverage, 0.77f, rainStrength);
//color *= 1.0f;
#ifdef SOFT_FLUFFY_CLOUDS
rayDepth += CalculateDitherPattern1() * rayIncrement;
#else
rayDepth += CalculateDitherPattern2() * rayIncrement;
#endif
int i = 0;
surface.cloudAlpha += proximity.a;
//Increment ray
rayDepth -= rayIncrement;
i++;
}
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#ifdef TRUE_VOLUMETRIC_CLOUDS
CalculateClouds(finalComposite.rgb, surface);
#endif
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