ALS: do not clamp haze color in object shaders, this leads to mismatch with terrain at high light intensity
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a2b17b4085
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3 changed files with 3 additions and 3 deletions
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@ -639,7 +639,7 @@ void main (void)
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/// END fog color
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fragColor = clamp(fragColor, 0.0, 1.0);
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hazeColor = clamp(hazeColor, 0.0, 1.0);
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//hazeColor = clamp(hazeColor, 0.0, 1.0);
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///BEGIN Rayleigh fog ///
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@ -377,7 +377,7 @@ hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothste
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// determine the right mix of transmission and haze
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hazeColor = clamp(hazeColor,0.0,1.0);
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//hazeColor = clamp(hazeColor,0.0,1.0);
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fragColor.rgb = mix(eqColorFactor * hazeColor * eShade + secondary_light * fog_backscatter(avisibility), fragColor.rgb,transmission);
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}
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@ -357,7 +357,7 @@ hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
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// determine the right mix of transmission and haze
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hazeColor = clamp(hazeColor,0.0,1.0);
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//hazeColor = clamp(hazeColor,0.0,1.0);
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fragColor.rgb = mix( hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
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}
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