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Made days less blue and nights less light
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@ -3,14 +3,17 @@ const float PI = 3.141592;
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const vec3 SKY_DAY_TOP = vec3(0.2, 0.3, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.15, 0.2, 0.8);
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const vec3 SKY_DAY_BOT = vec3(0.02, 0.1, 0.3);
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const vec3 DAY_LIGHT = vec3(0.5, 0.5, 0.8);
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const vec3 SKY_DUSK_TOP = vec3(0.1, 0.15, 0.3);
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const vec3 SKY_DUSK_MID = vec3(0.9, 0.3, 0.2);
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const vec3 SKY_DUSK_BOT = vec3(0.01, 0.05, 0.15);
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const vec3 DUSK_LIGHT = vec3(0.9, 0.2, 0.1);
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const vec3 SKY_NIGHT_TOP = vec3(0.002, 0.002, 0.005);
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const vec3 SKY_NIGHT_MID = vec3(0.002, 0.01, 0.03);
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const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.002, 0.005);
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const vec3 NIGHT_LIGHT = vec3(0.002, 0.01, 0.03);
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vec3 get_sun_dir(float time_of_day) {
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const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0);
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@ -25,7 +28,7 @@ float get_sun_brightness(vec3 sun_dir) {
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return max(-sun_dir.z + 0.6, 0.0) * 0.8;
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}
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const float PERSISTENT_AMBIANCE = 0.015;
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const float PERSISTENT_AMBIANCE = 0.008;
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vec3 get_sun_diffuse(vec3 norm, float time_of_day) {
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const float SUN_AMBIANCE = 0.2;
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@ -36,11 +39,11 @@ vec3 get_sun_diffuse(vec3 norm, float time_of_day) {
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vec3 sun_color = normalize(mix(
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mix(
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SKY_DUSK_MID,
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SKY_NIGHT_MID,
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DUSK_LIGHT,
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NIGHT_LIGHT,
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clamp(sun_dir.z, 0, 1)
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),
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SKY_DAY_MID,
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DAY_LIGHT,
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clamp(-sun_dir.z, 0, 1)
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)) / 2.0 + 0.5;
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