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Steady the volumetric fog and add a switch for the old headlight beams
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@@ -12,7 +12,7 @@ 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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// x: near, y: far, z: slices / log(far / near)
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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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void main()
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@@ -31,7 +31,7 @@ void main()
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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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float back = slicing.x * exp(float(slice + 1) / slicing.z);
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float back = (slicing.x + FOG_VOLUME_BIAS) * exp(float(slice + 1) / slicing.z) - FOG_VOLUME_BIAS;
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float span = (back - front) * stretch;
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front = back;
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vec4 cell = texelFetch(fog_scattering, ivec3(column, slice), 0);
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