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Integrate the light of lamps across the fog cells instead of one point sample
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@@ -377,7 +377,7 @@ struct global_settings {
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float gfx_fog_lights { 1.f };
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bool gfx_fog_shadows { true };
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bool gfx_fog_temporal { true };
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float gfx_fog_temporal_share { 0.1f };
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float gfx_fog_temporal_share { 0.2f };
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// volumetric clouds, 0 none, 1-4 the quality (low, medium, high, ultra); the farthest they are drawn (metres); the shadows
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// they cast (a map around the camera: its size in texels and in metres)
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int gfx_clouds { 2 };
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