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reduce fog factor for emissive geometry
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1 changed files with 1 additions and 1 deletions
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@ -32,6 +32,6 @@ vec4 effect() {
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light = pow(light, u_gamma);
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vec3 fogColor = texture(u_skybox, dir).rgb;
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float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0);
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float fog = calc_fog(pow(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0, (1.0f - emission * 0.7)));
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return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
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}
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