Final save commit for another attempt to fix fog, before revert.
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@@ -1,9 +1,7 @@
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in vec2 TexCoord;
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in float vertexYPos;
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//in uvec4 vPosition;
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//in vec2 TexCoord;
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//in float vertexYPos;
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out vec4 fragColor;
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@@ -82,6 +80,7 @@ vec3 calcViewPosition(vec2 coords) {
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* version: 2023-6-21
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*/
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void main() {
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float vertexYPos = 100f;
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vec3 vertexWorldPos = calcViewPosition(TexCoord);
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if (fullFogMode != 0) {
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@@ -103,20 +102,14 @@ void main() {
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}
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// Testing
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if (fragColor.r != 6969.) { // This line is so that the compiler doesnt delete the previos code
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// if (fragColor.r != 6969.) { // This line is so that the compiler doesnt delete the previos code
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// fragColor = vec4(
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// mod(vertexWorldPos.x, 1),
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// mod(vertexWorldPos.y, 1),
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// mod(vertexWorldPos.z, 1),
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// mod(texture(gDepthMap, TexCoord).x, 1),
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// mod(texture(gDepthMap, TexCoord).y, 1),
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// mod(texture(gDepthMap, TexCoord).z, 1),
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// 1.
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// );
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// fragColor = vec4(
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// mod(vPosition.x, 1),
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// mod(vPosition.y, 1),
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// mod(vPosition.z, 1),
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// 1.
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// );
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}
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// }
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}
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@@ -1,7 +1,6 @@
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#version 150 core
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in vec2 TexCoord;
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in vec2 ViewRay;
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out vec4 fragColor;
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