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@adQuid adQuid commented Aug 16, 2023

Prevents bizarre fog glow when looking off of high places past the draw distance.

(also moved some lines over a tab, which I assume wasn't intended to be double tabbed)

prevents bizzare fog glow when looking off of high places past the draw distance
col = apply_fog(col, wpos, dir, max_dist, dyn_clouds, dyn_mist);
} else if (dir.z > 0){
float fogFadeIn = clamp(dir.z * 5.0, 0, 1);
col = apply_fog(col, wpos, dir, max_dist, dyn_clouds, dyn_mist) * fogFadeIn + (col * (1-fogFadeIn));
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FWIW I think this would be clearer as

col = mix(col, apply_fog(...), fogFadeIn);

@zesterer
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Seems reasonable! Just one comment.

@adQuid
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adQuid commented Aug 17, 2023

Thanks for reviewing so quick, but it looks like this logic breaks down on the coastlines, so let me work on it more.

@adQuid
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adQuid commented Aug 18, 2023

Ok, try out this version. I ended up redoing the algorithm, but I think that this version works way better.

@zesterer
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Thanks. Any chance you have a screenshot showing a before/after? I'm unfortunately not in a position to check the code in-game right now.

@adQuid
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adQuid commented Sep 6, 2023

The first is old, second is new. I excluded clouds in those screenshots since this change doesn't affect them much. Third screenshot is after the changes with the clouds.

old
new
clouds

@adQuid
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adQuid commented Sep 6, 2023

bonus screenshot at the coast to show it still works in those conditions
image

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2 participants