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Check for low z values in the gradient fog integral.
Also simplified the logic a bit. might fix #1034
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@ -35,13 +35,9 @@ float densityIntegral(float dist, float zStart, float zDist, float fogLower, flo
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zStart += zDist;
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zDist = -zDist;
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}
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if(zDist == 0) {
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zDist = 0.1;
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if(abs(zDist) < 0.001) {
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zDist = 0.001;
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}
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zStart /= zDist;
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fogLower /= zDist;
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fogHigher /= zDist;
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zDist = 1;
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float beginLower = min(fogLower, zStart);
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float endLower = min(fogLower, zStart + zDist);
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float beginMid = max(fogLower, min(fogHigher, zStart));
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@ -77,13 +77,9 @@ float densityIntegral(float dist, float zStart, float zDist, float fogLower, flo
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zStart += zDist;
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zDist = -zDist;
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}
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if(zDist == 0) {
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zDist = 0.1;
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if(abs(zDist) < 0.001) {
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zDist = 0.001;
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}
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zStart /= zDist;
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fogLower /= zDist;
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fogHigher /= zDist;
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zDist = 1;
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float beginLower = min(fogLower, zStart);
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float endLower = min(fogLower, zStart + zDist);
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float beginMid = max(fogLower, min(fogHigher, zStart));
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@ -34,13 +34,9 @@ float densityIntegral(float dist, float zStart, float zDist, float fogLower, flo
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zStart += zDist;
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zDist = -zDist;
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}
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if(zDist == 0) {
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zDist = 0.1;
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if(abs(zDist) < 0.001) {
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zDist = 0.001;
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}
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zStart /= zDist;
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fogLower /= zDist;
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fogHigher /= zDist;
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zDist = 1;
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float beginLower = min(fogLower, zStart);
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float endLower = min(fogLower, zStart + zDist);
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float beginMid = max(fogLower, min(fogHigher, zStart));
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