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fog now distance based instead of depth
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@ -256,7 +256,7 @@
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#endif
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#if FOG
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float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
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float fogValue = shSaturate((length(cameraPos.xyz-worldPos) - fogParams.y) * fogParams.w);
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#if UNDERWATER
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// regular fog only if fragment is above water
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@ -1,6 +1,5 @@
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configuration water_reflection
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{
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fog false
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shadows false
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shadows_pssm false
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mrt_output false
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@ -332,7 +332,7 @@
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#if FOG
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float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
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float fogValue = shSaturate((length(cameraPos.xyz-worldPos) - fogParams.y) * fogParams.w);
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#if UNDERWATER
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// regular fog only if fragment is above water
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