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@@ -1,5 +1,5 @@
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-vec3 SKY_lighterBlue = vec3(0.39, 0.57, 0.86) * 0.35;
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+vec3 SKY_lighterBlue = vec3(0.39, 0.57, 0.86) * 0.25;
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vec3 SKY_midBlue = vec3(0.1, 0.11, 0.1) * 0.5;
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vec3 SKY_darkerBlue = vec3(0.0);
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vec3 SKY_SUN_COLOUR = vec3(0.5);
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@@ -8,19 +8,19 @@ vec3 SKY_FOG_GLOW_COLOUR = vec3(vec3(0.75, 0.75, 1.0) * 0.15);
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float SKY_POWER = 16.0;
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float SUN_POWER = 128.0;
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float SKY_DARK_POWER = 2.0;
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-float SKY_fogScatterDensity = 0.0002;
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-float SKY_fogExtinctionDensity = 0.006;
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+float SKY_fogScatterDensity = 0.0005;
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+float SKY_fogExtinctionDensity = 0.003;
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vec3 SUN_DIR = vec3(-1.0, 0.45, 1.0);
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// This is just a bunch of nonsense since I didn't want to implement a full
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// sky model. It's just a simple gradient with a sun and some fog.
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vec3 CalculateSkyLighting(vec3 viewDir, vec3 normalDir) {
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- vec3 lighterBlue = col3(GAMMA_TO_LINEAR(SKY_lighterBlue));
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- vec3 midBlue = col3(GAMMA_TO_LINEAR(SKY_midBlue));
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- vec3 darkerBlue = col3(GAMMA_TO_LINEAR(SKY_darkerBlue));
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+ vec3 lighterBlue = col3(SKY_lighterBlue);
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+ vec3 midBlue = col3(SKY_midBlue);
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+ vec3 darkerBlue = col3(SKY_darkerBlue);
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- vec3 SUN_COLOUR = col3(GAMMA_TO_LINEAR(SKY_SUN_COLOUR));
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- vec3 SUN_GLOW_COLOUR = col3(GAMMA_TO_LINEAR(SKY_SUN_GLOW_COLOUR));
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+ vec3 SUN_COLOUR = col3(SKY_SUN_COLOUR);
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+ vec3 SUN_GLOW_COLOUR = col3(SKY_SUN_GLOW_COLOUR);
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float viewDirY = linearstep(-0.01, 1.0, viewDir.y);
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