Minor cleanup
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ca96174b6b
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@ -23,7 +23,7 @@ vec2 rand2(const vec2 coord) {
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const float width = 1100.0;
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const float height = 500.0;
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float noiseX = ((fract(1.0 - coord.s * (width / 2.0)) * 0.25) + (fract(coord.t * (height / 2.0)) * 0.75)) * 2.0 - 1.0;
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float noiseY = ((fract(1.0 - coord.s * (width / 2.0)) * 0.75) + (fract(coord.t * (height / 2.0)) * 0.25)) * 2.0 - 1.0;
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float noiseY = ((fract(1.0 - coord.s * (width / 2.0)) * 0.75) + (fract(coord.t * (height / 2.0)) * 0.25)) * 2.0 - 1.0;
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return vec2(noiseX, noiseY);
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}
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@ -46,15 +46,9 @@ uniform vec2 nishitaDensity;
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#define nishita_mie_dir 0.76 // Aerosols anisotropy ("direction")
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#define nishita_mie_dir_sq 0.5776 // Squared aerosols anisotropy
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// Values from [Hill: 60]
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#define sun_limb_darkening_col vec3(0.397, 0.503, 0.652)
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float random(vec2 coords) {
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// Returned value is in [0, 1]
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return fract(sin(dot(coords.xy, vec2(12.9898,78.233))) * 43758.5453);
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}
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vec3 nishita_lookupLUT(const float height, const float sunTheta) {
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vec2 coords = vec2(
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sqrt(height * (1 / nishita_atmo_radius)),
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@ -133,7 +127,7 @@ vec3 nishita_atmosphere(const vec3 r, const vec3 r0, const vec3 pSun, const floa
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vec3 attn = iAttn * jAttn;
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// Apply dithering to reduce visible banding
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attn *= 0.98 + random(r.xy) * 0.04;
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attn *= 0.98 + rand(r.xy) * 0.04;
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// Accumulate scattering
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totalRlh += odStepRlh * attn;
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