vec3 get_lava_fog(float dist, vec3 color) {
    const vec3 LAVA_FOG_COLOR = to_linear(vec3(0.65, 0.35, 0.125));
    const vec3 PSNOW_FOG_COLOR = to_linear(vec3(0.5, 0.6, 0.8));

    if (isEyeInWater == 1) {
        vec3 UnderwaterCol = to_linear(vec3(f_WATER_RED, f_WATER_GREEN, f_WATER_BLUE))*(SKY_GROUND+SKY_TOP);
        UnderwaterCol = mix_preserve_c1lum(UnderwaterCol, fogColor, f_BIOME_WATER_CONTRIBUTION);
        dist = clamp(dist / 64, 0, 1);
        return mix(color, UnderwaterCol, dist);
    }
    else if (isEyeInWater == 2) {
        dist = clamp(dist / 2, 0, 1);
        return mix(color, LAVA_FOG_COLOR, dist);
    }
    else if (isEyeInWater == 3) {
        dist = clamp(dist / 2, 0, 1);
        return mix(color, PSNOW_FOG_COLOR, dist);
    }
    return color;
}

vec3 get_border_fog(float strength, vec3 color, vec3 SkyColor) {
    strength *= strength;
    #ifndef DIMENSION_NETHER
    strength *= strength;
    strength *= strength;
    #endif
    strength = exp(-3.0 * strength);
    return mix(SkyColor, color, strength);
}

vec3 get_blindness_fog(float Dist, vec3 Color) {
    Dist = clamp(1.0 - exp(-3.0 * Dist / 10), 0, 1) * max(darknessFactor, blindness);
    return Color * (1 - Dist);
}

vec3 get_atm_fog(float Dist, vec3 Color, vec3 WorldPos, vec3 FogColor) {
    Dist = min(Dist / 256, 1);
    Dist = 1.0 - exp(-3.0 * Dist);
    float Visibility = sunriseStrength * 0.7 + nightStrength;
    Visibility = max(Visibility, rainStrength) * isOutdoorsSmooth;
    Visibility *= ATM_FOG_STRENGTH;

    // Improved noise-based density variation
    vec2 FogNoiseCoords = WorldPos.xz * 0.003 + frameTimeCounter * 0.005;
    Visibility *= 1 - fbm_fast(FogNoiseCoords, 1) * 0.7;

    // Improved height falloff with smoother curve
    float Height = WorldPos.y;
    float HeightFalloff = 0.0;
    if (Height >= 40 && Height < 130) {
        HeightFalloff = smoothstep(40, 65, Height) * (1.0 - smoothstep(90, 130, Height));
    }

    // Slight boost during rain at lower heights
    HeightFalloff += smoothstep(80, 40, Height) * rainStrength * 0.3;

    float Factor = Dist * HeightFalloff * Visibility;
    return mix(Color, FogColor, Factor);
}

vec3 get_fog_main(vec3 PlayerPos, vec3 Color, float Depth, vec3 SkyColor) {
    float Dist = length(PlayerPos);

    if (Depth < 1) {
        #if defined DIMENSION_OVERWORLD && defined ATMOSPHERIC_FOG
        if(isEyeInWater == 0)
            Color.rgb = get_atm_fog(Dist, Color.rgb, PlayerPos + cameraPosition, SkyColor);
        #endif
        #ifdef BORDER_FOG
        #ifdef DISTANT_HORIZONS
        Color.rgb = get_border_fog(Dist / dhRenderDistance, Color.rgb, SkyColor);
        #else
        Color.rgb = get_border_fog(Dist / far, Color.rgb, SkyColor);
        #endif
        #endif
    }
    Color.rgb = get_lava_fog(Dist, Color.rgb);
    Color.rgb = get_blindness_fog(Dist, Color.rgb);
    return Color;
}
