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@@ -178,4 +178,10 @@ FRAGMENT_SHADER_CODE
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frag_color.rgb = color * params.position_multiplier.w;
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frag_color.rgb = color * params.position_multiplier.w;
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frag_color.a = alpha;
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frag_color.a = alpha;
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+
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+ // Blending is disabled for Sky, so alpha doesn't blend
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+ // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
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+ if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
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+ frag_color.a = 0.0;
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+ }
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}
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}
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