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Steady the volumetric fog and add a switch for the old headlight beams
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@@ -75,6 +75,7 @@ void gl::glsl_common_setup()
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"#define MAX_CLOUD_LAYERS " + std::to_string(MAX_CLOUD_LAYERS) + "\n" +
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"#define FOG_HORIZON_SAMPLES " + std::to_string(FOG_HORIZON_SAMPLES) + "\n" +
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"#define WEATHER_GROUP_SIZE " + std::to_string(WEATHER_GROUP_SIZE) + "\n" +
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"#define FOG_VOLUME_BIAS " + std::to_string(FOG_VOLUME_BIAS) + "\n" +
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R"STRING(
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const uint LIGHT_SPOT = 0U;
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const uint LIGHT_POINT = 1U;
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3
gl/ubo.h
3
gl/ubo.h
@@ -410,6 +410,9 @@ namespace gl
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const size_t FOG_HORIZON_SAMPLES = 32;
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// work groups of the weather passes: 8x8 for the images, 8x8x1 for the fog volume
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const GLuint WEATHER_GROUP_SIZE = 8;
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// the slices of the fog volume are spaced exponentially in the view depth plus this many metres: fewer of them go to the first
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// metres in front of the camera, more to the distance, where thick slices draw the shafts of light in steps
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const float FOG_VOLUME_BIAS = 10.0f;
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// layout std140: one layer of clouds (GLSL: cloud_layer_s), see weather_common.glsl
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struct cloud_layer_ubs
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