Clean up some
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@@ -2,10 +2,10 @@ varying vec2 TexCoord;
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varying vec3 vViewDirTangent;
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uniform sampler2D Texture;
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uniform sampler2D BakedTexture;
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uniform float uHeightScale;
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uniform float uDistanceToPlanetSurface;
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uniform float uCurrentZFar;
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//varying float realDist;
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varying vec3 worldPosition;
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uniform vec3 uViewPos;
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@@ -25,8 +25,14 @@ void main() {
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vec2 finalTexCoord = TexCoord + p;
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float realDist = distance(worldPosition, uViewPos);
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float textureMixFactor = clamp((2000 - realDist) / 500.0, 0.0, 1.0);
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vec4 bakedTextureColor = texture2D(BakedTexture, finalTexCoord);
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vec4 textureColor = texture2D(Texture, TexCoord);
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vec4 finalColor = texture2D(Texture, finalTexCoord);
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vec4 finalColor = textureMixFactor*textureColor + (1 - textureMixFactor) * bakedTextureColor;
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float fogFactor;
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if (uDistanceToPlanetSurface > 1000)
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@@ -61,30 +67,4 @@ void main() {
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gl_FragColor = mix(vec4(finalColor.rgb, 1.0), FOG_COLOR, fogFactor);
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}
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/*
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if (realDist < 500)
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{
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gl_FragColor = vec4(0.5, 0.0, 0.0, 1.0);
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}
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else if (realDist < 1000)
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{
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gl_FragColor = vec4(1.0, 0.2, 0.0, 1.0);
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}
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else if (realDist < 1800)
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{
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gl_FragColor = vec4(1.0, 0.7, 0.0, 1.0);
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}
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else if (realDist < 2400)
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{
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gl_FragColor = vec4(1.0, 0.7, 0.5, 1.0);
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}
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else if (realDist < 2700)
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{
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gl_FragColor = vec4(1.0, 0.7, 1.0, 1.0);
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}
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else
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}*/
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}
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