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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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add fog/god rays to viridian forest
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@@ -479,6 +479,17 @@ function BattleScene.render(state, arena, textures, token)
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-- no glint in the arena: the drift is the shot breathing, not the player
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-- moving, and a shimmer on background windows would fight the mons
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Voxel3D.glassGlint = 0
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-- the host floor's atmosphere reaches the staged shot at HALF density --
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-- a fight in Viridian Forest sits in the same haze the walk there did,
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-- thinned so neither mon goes soft -- and its god rays stay out of it:
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-- this camera is low and long, and a bright blade across a combatant
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-- reads as a rendering fault, not weather. nil almost everywhere.
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local ForestAtmos = V.require("ForestAtmos")
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local atmos = ForestAtmos.frame(host)
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Voxel3D.fog = atmos and { color = atmos.fog.color,
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density = atmos.fog.density * 0.5,
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start = atmos.fog.start,
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heightK = atmos.fog.heightK } or nil
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-- A B RUNG stands the fight on two carried discs against the sky, with no
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-- map in the shot at all (see StadiumStage). Everything below still runs --
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