Increased height of the fog, because of new Scaling of the heightmap. -- Fabian
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@ -47,7 +47,6 @@ vec2 poissonDisk[16] = vec2[](
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);
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float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
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float nearPlane = 0.1;
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float visibility = 1.0;
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.01);
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@ -121,7 +120,7 @@ void main()
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vec3 finalColor = specularColor + diffuseColor + ambientColor;
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float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
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float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0);
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fogFactor *= clamp((1.0-((fragPosition.y-8.0)/30.0)), 0.0, 1.0);
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fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
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vec4 texture = texture(uTexture, vTexCoord).rgba;
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oColor = vec4(finalColor, 1.0f)*texture;
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