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Add optional depth fog
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@@ -49,24 +49,29 @@ struct SceneData {
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mediump float opaque_prepass_threshold;
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bool fog_enabled;
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uint fog_mode;
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highp float fog_density;
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highp float fog_height;
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highp float fog_height_density;
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mediump vec3 fog_light_color;
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mediump float fog_sun_scatter;
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highp float fog_depth_curve;
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highp float pad;
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highp float fog_depth_begin;
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mediump vec3 fog_light_color;
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highp float fog_depth_end;
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mediump float fog_sun_scatter;
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mediump float fog_aerial_perspective;
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highp float time;
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mediump float reflection_multiplier; // one normally, zero when rendering reflections
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bool material_uv2_mode;
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vec2 taa_jitter;
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bool material_uv2_mode;
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float emissive_exposure_normalization;
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float IBL_exposure_normalization;
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float IBL_exposure_normalization;
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bool pancake_shadows;
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uint camera_visible_layers;
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float pass_alpha_multiplier;
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uint pad3;
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};
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