Roll back commit 41531
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24920de799
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41330f4a39
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@ -51,14 +51,7 @@ vec3 atmosTransport(vec3 light)
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vec3 fullbrightAtmosTransport(vec3 light)
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{
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float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
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vec3 attenColor = atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation());
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// attenColor is an accurate fog-attenuated result for any brightness
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// But, the pre-EEP shader included a brightness-indexed lerp to a non-attenuated version
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// of the color - effectively a fog 'burn-through' for very bright pixels. To more closely
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// match the pre-EEP behavior, we'll also lerp to the pre-EEP color, based on overall brightness
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float preEepBright = dot(light.rgb, vec3(0.3333));
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retun mix(attenColor, (light.rgb + getAdditiveColor().rgb) * (2.0 - preEepBright), preEepBright * preEepBright);
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return atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation());
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}
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vec3 fullbrightShinyAtmosTransport(vec3 light)
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