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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-18 10:19:20 +02:00
Give the fog volume a slice of the fog without its clouds for the sky
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@@ -456,7 +456,8 @@ void opengl46_weather::prepare_view(glm::ivec2 const &Size, quality_level const
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m_fog_grid = Level.fog_grid;
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for (auto &scattering : m_fog_scattering)
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scattering = create_texture(GL_TEXTURE_3D, GL_RGBA16F, m_fog_grid, GL_LINEAR, GL_CLAMP_TO_EDGE);
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m_fog_integrated = create_texture(GL_TEXTURE_3D, GL_RGBA16F, m_fog_grid, GL_LINEAR, GL_CLAMP_TO_EDGE);
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// one slice more: the fog through the whole volume without the clouds, which the sky takes (fog_integrate.comp)
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m_fog_integrated = create_texture(GL_TEXTURE_3D, GL_RGBA16F, m_fog_grid + glm::ivec3{0, 0, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE);
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m_previous_fog.valid = false;
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}
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m_view_level = Level;
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@@ -558,6 +559,7 @@ void opengl46_weather::render_view(glm::mat4 const &Projection, glm::mat4 const
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glBindImageTexture(0, m_fog_integrated, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA16F);
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glProgramUniform3i(*m_integrate_program, 0, m_fog_grid.x, m_fog_grid.y, m_fog_grid.z);
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glProgramUniformMatrix4fv(*m_integrate_program, 1, 1, GL_FALSE, glm::value_ptr(inverseprojection));
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glProgramUniformMatrix4fv(*m_integrate_program, 2, 1, GL_FALSE, glm::value_ptr(viewtoworld));
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glProgramUniform4fv(*m_integrate_program, 3, 1, glm::value_ptr(slicing));
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m_integrate_program->dispatch(groups(m_fog_grid.x), groups(m_fog_grid.y), 1);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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@@ -3,20 +3,38 @@
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// (apply_fog.glsl). the light of a cell is integrated over its length as Hillaire (2015) does it, so it doesn't grow with
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// the size of the cell. the light of the cells is taken with the light of their neighbours across the view, a 3x3 tent filter
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// (four fetches of the linear filter): every cell is sampled at a point of its own in a frame, and what is left of that after
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// the blending over frames differs from cell to cell, which the filter evens out. the history keeps the cells unfiltered
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// the blending over frames differs from cell to cell, which the filter evens out. the history keeps the cells unfiltered.
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// past the last slice one more: the fog all the way through the volume without the low clouds it holds, for the sky
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#include <common>
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#include <weather_common.glsl>
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layout(local_size_x = WEATHER_GROUP_SIZE, local_size_y = WEATHER_GROUP_SIZE, local_size_z = 1) in;
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layout(binding = CLOUD_HISTORY_TEX) uniform sampler3D fog_scattering;
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layout(binding = CLOUD_SHAPE_TEX) uniform sampler3D cloud_shape_noise;
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layout(rgba16f, binding = 0) uniform writeonly image3D fog_integrated;
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layout(location = 0) uniform ivec3 grid;
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layout(location = 1) uniform mat4 inverse_projection;
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layout(location = 2) uniform mat4 view_to_world;
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// x: near, y: far, z: slices / log((far + FOG_VOLUME_BIAS) / (near + FOG_VOLUME_BIAS))
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layout(location = 3) uniform vec4 slicing;
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// extinction (1/m) of the haze and the ground fog at a point, made as fog_inject.comp makes them
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float fog_clear_extinction(vec3 world)
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{
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float height = weather_camera.x + world.y;
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float haze = fog_haze.x * exp(-fog_haze.y * max(height, 0.0));
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float ground = fog_ground.x * exp(-fog_ground.y * max(height - fog_ground.z, 0.0));
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if (ground > 0.0 && fog_ground.w > 0.0)
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{
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float patches = textureLod(cloud_shape_noise, (world + fog_noise.xyz) * fog_noise.w, 0.0).g;
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ground *= mix(1.0, clamp((patches - 0.3) * 2.6, 0.0, 2.2), fog_ground.w);
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}
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return haze + ground;
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}
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void main()
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{
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ivec2 column = ivec2(gl_GlobalInvocationID.xy);
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@@ -30,6 +48,10 @@ void main()
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vec3 light = vec3(0.0);
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float transmittance = 1.0;
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// the same without the clouds: over the sky the ray march draws them (clouds_march.comp), and the volume laid over it would draw
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// those within its reach a second time, blurred to the size of the cells and cut into bands by the slices
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vec3 clearlight = vec3(0.0);
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float cleartransmittance = 1.0;
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float front = slicing.x;
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for (int slice = 0; slice < grid.z; slice++)
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{
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@@ -39,14 +61,24 @@ void main()
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vec4 cell = texelFetch(fog_scattering, ivec3(column, slice), 0);
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float depthcoord = (float(slice) + 0.5) / float(grid.z);
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vec2 texel = 1.0 / vec2(grid.xy);
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cell.rgb = 0.25 * (textureLod(fog_scattering, vec3(coords + vec2(-0.5, -0.5) * texel, depthcoord), 0.0).rgb
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+ textureLod(fog_scattering, vec3(coords + vec2(0.5, -0.5) * texel, depthcoord), 0.0).rgb
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+ textureLod(fog_scattering, vec3(coords + vec2(-0.5, 0.5) * texel, depthcoord), 0.0).rgb
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+ textureLod(fog_scattering, vec3(coords + vec2(0.5, 0.5) * texel, depthcoord), 0.0).rgb);
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vec4 filtered = 0.25 * (textureLod(fog_scattering, vec3(coords + vec2(-0.5, -0.5) * texel, depthcoord), 0.0)
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+ textureLod(fog_scattering, vec3(coords + vec2(0.5, -0.5) * texel, depthcoord), 0.0)
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+ textureLod(fog_scattering, vec3(coords + vec2(-0.5, 0.5) * texel, depthcoord), 0.0)
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+ textureLod(fog_scattering, vec3(coords + vec2(0.5, 0.5) * texel, depthcoord), 0.0));
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cell.rgb = filtered.rgb;
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float extinction = max(cell.a, 1e-7);
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float through = exp(-extinction * span);
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light += transmittance * cell.rgb * ((1.0 - through) / extinction);
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transmittance *= through;
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imageStore(fog_integrated, ivec3(column, slice), vec4(light, transmittance));
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// the haze and the ground fog of the cell, at its middle, and their light as that of the cell per extinction, the lamps and the
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// shadows with it; what is left of the extinction is the clouds. the light per extinction from the filtered cells, light and
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// extinction alike: the filtered light over the extinction of the cell alone would bring in the light of a cloud next to it
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float middle = (slicing.x + FOG_VOLUME_BIAS) * exp((float(slice) + 0.5) / slicing.z) - FOG_VOLUME_BIAS;
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float clear = min(fog_clear_extinction(mat3(view_to_world) * (ray / -ray.z * middle)), extinction);
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float clearthrough = exp(-clear * span);
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clearlight += cleartransmittance * (filtered.rgb / max(filtered.a, 1e-7)) * (1.0 - clearthrough);
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cleartransmittance *= clearthrough;
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}
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imageStore(fog_integrated, ivec3(column, grid.z), vec4(clearlight, cleartransmittance));
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}
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@@ -1,6 +1,7 @@
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// fog between the camera and a point of the view space (weather_common.glsl): from the fog volume of the main view
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// (fog_inject.comp, fog_integrate.comp) up to its far end and along the ray past it, or along the ray all the way in the
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// other passes. Fragcoord: the pixel of the target the point is seen at
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// other passes. Fragcoord: the pixel of the target the point is seen at. the volume holds one slice more than fog_volume_params.w:
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// the fog through all of it without the clouds, for the sky
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#ifndef FOG_VOLUME_GLSL
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#define FOG_VOLUME_GLSL
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@@ -46,22 +47,17 @@ vec4 fog_along_view(vec3 view, vec2 fragcoord)
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float slice = log(max((depth + FOG_VOLUME_BIAS) / (fog_volume_params.y + FOG_VOLUME_BIAS), 1e-6)) * fog_volume_params.z;
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vec2 coords = fragcoord * fog_volume_target.xy;
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if (slice < 1.0)
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return mix(vec4(0.0, 0.0, 0.0, 1.0), fog_volume_at(coords, 0.5 / slices), max(slice, 0.0));
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return mix(vec4(0.0, 0.0, 0.0, 1.0), fog_volume_at(coords, 0.5 / (slices + 1.0)), max(slice, 0.0));
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if (slice < slices)
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return fog_volume_at(coords, (slice - 0.5) / slices);
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vec4 volume = fog_volume_at(coords, (slices - 0.5) / slices);
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return fog_volume_at(coords, (slice - 0.5) / (slices + 1.0));
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vec4 volume = fog_volume_at(coords, (slices - 0.5) / (slices + 1.0));
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vec4 rest = fog_analytic(direction, fog_volume_target.z * span_distance / depth, span_distance, false);
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return vec4(volume.rgb + volume.a * rest.rgb, volume.a * rest.a);
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}
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// shares of the light the clouds in the volume hold back between which its fog over the sky gives way to the fog without the clouds.
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// low: the clouds of the volume (without the detail, so a little wider than those drawn) leave no light rim along their thin edges;
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// the lower end above what the cells of the volume and the fog along the ray differ by on their own
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const float FOG_SKY_CLOUD_LOW = 0.004;
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const float FOG_SKY_CLOUD_HIGH = 0.03;
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// fog in front of the sky in a view space direction: through the fog volume to its far end, then along the ray without the
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// haze the atmosphere draws already. the far fog of the volume and the fog over the sky behind it are the same then
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// haze the atmosphere draws already. the far fog of the volume and the fog over the sky behind it are the same then. the volume
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// is taken without the low clouds it holds (its extra slice): the ray march draws them over the sky already
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vec4 fog_sky(vec3 viewdirection, vec2 fragcoord)
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{
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vec3 view = normalize(viewdirection);
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@@ -69,19 +65,8 @@ vec4 fog_sky(vec3 viewdirection, vec2 fragcoord)
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if (fog_volume_params.x < 0.5 || view.z > -1e-3)
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return fog_analytic(direction, 0.0, 200000.0, true);
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float slices = fog_volume_params.w;
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vec4 volume = fog_volume_at(fragcoord * fog_volume_target.xy, (slices - 0.5) / slices);
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float far = fog_volume_target.z / -view.z;
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// the volume holds the low clouds within its reach (fog_inject.comp), for what stands in them; over the sky they are drawn by the
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// ray march (clouds_march.comp) already. laid on a second time at the size of the cells they would show blurred and grey, with a
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// light rim, and cut into bands where the slices cross them. where the volume lets through less than the fog without the clouds,
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// that fog is taken instead
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if (weather_camera.z > 0.5)
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{
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vec4 clear = fog_analytic(direction, 0.0, far, false);
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float clouds = smoothstep(FOG_SKY_CLOUD_LOW, FOG_SKY_CLOUD_HIGH, 1.0 - volume.a / max(clear.a, 1e-4));
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volume = mix(volume, clear, clouds);
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}
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vec4 rest = fog_analytic(direction, far, 200000.0, true);
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vec4 volume = fog_volume_at(fragcoord * fog_volume_target.xy, (slices + 0.5) / (slices + 1.0));
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vec4 rest = fog_analytic(direction, fog_volume_target.z / -view.z, 200000.0, true);
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return vec4(volume.rgb + volume.a * rest.rgb, volume.a * rest.a);
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}
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