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features/Extended Translucency/Shaders/ExtendedTranslucency/ExtendedTranslucency.hlsli

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@@ -41,7 +41,7 @@ namespace ExtendedTranslucency
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float a0 = 1 - sqrt(1.0 - alpha);
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return a0 * (length(cross(v, t)) + length(cross(v, b))) / (abs(dot(v, n)) + 0.001) - a0 * a0;
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}
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float GetViewDependentAlphaScatteringVolume(float alpha, float3 view, float3 normal)
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{
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return 1.0 - pow(1.0 - alpha, dot(view, normal));

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