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Fixed absolute darkness
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2d0569c3d9
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@ -30,7 +30,7 @@ void main() {
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f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
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}
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vec3 light = (get_sun_diffuse(f_norm, time_of_day.x) + light_at(f_pos, f_norm)) * f_light;
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_norm);
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vec3 surf_color = f_col * light;
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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