Weitere Anpassungen bezüglich der Voxel und des Zoning Systems
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@@ -1,6 +1,7 @@
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uniform vec2 m_CloudOffset;
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uniform float m_CloudCover;
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uniform vec4 m_CloudColor;
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uniform vec3 m_SunsetGlow; // additiver Rot-Orange-Ton für Wolkenunterseite bei tiefem Sonnenstand
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in vec3 vDir;
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out vec4 outColor;
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@@ -49,5 +50,8 @@ void main() {
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cloud *= hFade;
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outColor = vec4(m_CloudColor.rgb, cloud * m_CloudColor.a);
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// Abendrot-Glut auf Unterseite: overhead-Wolken (dir.y hoch) leuchten stärker rot
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float glowWeight = smoothstep(0.0, 0.4, dir.y);
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vec3 cloudRgb = m_CloudColor.rgb + m_SunsetGlow * glowWeight;
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outColor = vec4(min(cloudRgb, vec3(1.0)), cloud * m_CloudColor.a);
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}
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