perf: skip terrain distance pass when unused
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@@ -2518,7 +2518,7 @@ var terrainDistW = 0;
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var terrainDistH = 0;
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var terrainDistOk = false;
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function ensureTerrainDistFbo(gl, w, h) {
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if ((!FRONT_HAZE_ON && !CLOUDS_ON) || w <= 0 || h <= 0) { terrainDistOk = false; return false; }
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if ((!FRONT_HAZE_ON && !(CLOUDS_ON && CLOUD_TERRAIN_OCCLUSION)) || w <= 0 || h <= 0) { terrainDistOk = false; return false; }
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if (terrainDistFbo && terrainDistW === w && terrainDistH === h) return terrainDistOk;
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if (terrainDistFbo) {
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gl.deleteFramebuffer(terrainDistFbo);
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@@ -7758,7 +7758,7 @@ window.clouds3dRender = function(target) {
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gl.enableVertexAttribArray(terr.aColor);
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gl.vertexAttribPointer(terr.aColor, 3, gl.FLOAT, false, STRIDE, 32);
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}
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var distPassOk = (FRONT_HAZE_ON || CLOUDS_ON) && ensureTerrainDistFbo(gl, canvas.width, canvas.height);
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var distPassOk = (FRONT_HAZE_ON || (CLOUDS_ON && CLOUD_TERRAIN_OCCLUSION)) && ensureTerrainDistFbo(gl, canvas.width, canvas.height);
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if (distPassOk) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, terrainDistFbo);
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gl.viewport(0, 0, terrainDistW, terrainDistH);
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