static sky can also use dynamic clouds
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@@ -6,5 +6,7 @@ TEXTURECUBE(texture_sky, float4, TEXSLOT_ONDEMAND0);
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float4 main(PSIn_Sky_EnvmapRendering input) : SV_TARGET
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{
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float3 normal = normalize(input.nor);
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return float4(DEGAMMA(texture_sky.SampleLevel(sampler_linear_clamp, normal, 0).rgb), 1);
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float3 sky = DEGAMMA(texture_sky.SampleLevel(sampler_linear_clamp, normal, 0).rgb);
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CalculateClouds(sky, normal, false);
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return float4(sky, 1);
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}
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@@ -9,6 +9,7 @@ GBUFFEROutputType_Thin main(float4 pos : SV_POSITION, float2 clipspace : TEXCOOR
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const float3 V = normalize(unprojected.xyz - g_xCamera_CamPos);
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float4 color = float4(DEGAMMA_SKY(texture_globalenvmap.SampleLevel(sampler_linear_clamp, V, 0).rgb), 1);
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CalculateClouds(color.rgb, V, false);
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float4 pos2DPrev = mul(g_xFrame_MainCamera_PrevVP, float4(unprojected.xyz, 1));
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float2 velocity = ((pos2DPrev.xy / pos2DPrev.w - g_xFrame_TemporalAAJitterPrev) - (clipspace - g_xFrame_TemporalAAJitter)) * float2(0.5f, -0.5f);
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@@ -9,7 +9,7 @@ namespace wiVersion
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// minor features, major updates, breaking API changes
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const int minor = 47;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 33;
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const int revision = 34;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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