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Fix OpenGL on Android after adding optional depth fog
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@@ -1268,7 +1268,7 @@ vec4 fog_process(vec3 vertex) {
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float fog_z = smoothstep(scene_data.fog_depth_begin, scene_data.fog_depth_end, length(vertex));
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float fog_z = smoothstep(scene_data.fog_depth_begin, scene_data.fog_depth_end, length(vertex));
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fog_amount = pow(fog_z, scene_data.fog_depth_curve) * scene_data.fog_density;
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fog_amount = pow(fog_z, scene_data.fog_depth_curve) * scene_data.fog_density;
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#else
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#else
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fog_amount = 1 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
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fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
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#endif // USE_DEPTH_FOG
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#endif // USE_DEPTH_FOG
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if (abs(scene_data.fog_height_density) >= 0.0001) {
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if (abs(scene_data.fog_height_density) >= 0.0001) {
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