clouds: remove terrain-height march breaks causing holes
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@@ -144,7 +144,7 @@ window.CONFIG = {
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// altitude so aircraft fly above the deck.
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// altitude so aircraft fly above the deck.
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clouds: {
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clouds: {
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top: 1.0, // ~12.9 km
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top: 1.0, // ~12.9 km
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bottom: 0.0, // deck base at the terrain datum
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bottom: -0.2, // ~-2.6 km (deck base slightly below terrain)
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// Coverage per weather level, 0 = clear, 1 = overcast. Only the
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// Coverage per weather level, 0 = clear, 1 = overcast. Only the
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// levels listed here override the built-in defaults
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// levels listed here override the built-in defaults
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// (sunny 0.20, cloudy 0.70, stormy 0.80, night 0.45). Live weather
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// (sunny 0.20, cloudy 0.70, stormy 0.80, night 0.45). Live weather
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Vendored
-1
@@ -501,7 +501,6 @@ var FRAG_SRC = [
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'p.y += (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize;',
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'p.y += (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize;',
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'float py = p.y + earthDrop(p.xz);',
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'float py = p.y + earthDrop(p.xz);',
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'if (py > uCloudTop || py < uCloudBot - 0.1) break;',
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'if (py > uCloudTop || py < uCloudBot - 0.1) break;',
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'if (uElevOn > 0.5 && py < terrElev(p.xz) * uElevScale) break;',
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'if (tTerrain > 0.0 && t >= tTerrain) break;',
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'if (tTerrain > 0.0 && t >= tTerrain) break;',
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'float cSoft = smoothstep(7.0, 20.0, t);',
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'float cSoft = smoothstep(7.0, 20.0, t);',
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'float d = cloudDensity(p, baseThresh, cSoft);',
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'float d = cloudDensity(p, baseThresh, cSoft);',
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