Define background depth threshold constant for god rays
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@@ -375,6 +375,8 @@ uniform int sampleCount;
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varying vec2 vUv;
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varying vec2 vUv;
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const float BACKGROUND_DEPTH_THRESHOLD = 0.9999999;
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float readDepth(const in vec2 uv) {
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float readDepth(const in vec2 uv) {
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#if DEPTH_PACKING == 3201
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#if DEPTH_PACKING == 3201
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return unpackRGBAToDepth(texture2D(depthBuffer, uv));
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return unpackRGBAToDepth(texture2D(depthBuffer, uv));
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@@ -396,7 +398,7 @@ float getAtmosphereMask(const in float depth) {
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return 1.0;
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return 1.0;
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}
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}
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if (depth >= 0.9999) {
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if (depth >= BACKGROUND_DEPTH_THRESHOLD) {
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return 1.0;
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return 1.0;
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}
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}
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