Fixed opengl humidity rendering
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1 changed files with 1 additions and 1 deletions
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@ -282,7 +282,7 @@ vec4 getSkyColor(vec3 location, vec3 direction)
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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vec3 nightsky = vec3(0.01, 0.012, 0.03);
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vec3 nightsky = vec3(0.01, 0.012, 0.03);
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return vec4(applyWeatherEffects(SPHERE_SIZE, nightsky + sunTransmittance.rgb, vec3(0), inscattering), 1.0);
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return vec4(applyWeatherEffects(SPHERE_SIZE, nightsky + sunTransmittance.rgb, vec3(1), inscattering), 1.0);
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}
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}
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vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float shininess)
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vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float shininess)
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