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Lighter
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@ -3,12 +3,12 @@ const float PI = 3.141592;
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const vec3 SKY_DAY_TOP = vec3(0.1, 0.2, 0.9);
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const vec3 SKY_DAY_MID = vec3(0.02, 0.08, 0.8);
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const vec3 SKY_DAY_BOT = vec3(0.02, 0.01, 0.3);
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const vec3 DAY_LIGHT = vec3(0.70, 0.70, 1.0);
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const vec3 DAY_LIGHT = vec3(0.75, 0.75, 1.0);
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const vec3 SKY_DUSK_TOP = vec3(0.21, 0.28, 0.50);
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const vec3 SKY_DUSK_MID = vec3(0.68, 0.03, 0.0);
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const vec3 SKY_DUSK_BOT = vec3(0.0, 0.0, 0.13);
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const vec3 DUSK_LIGHT = vec3(0.9, 0.4, 0.3);
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const vec3 DUSK_LIGHT = vec3(0.95, 0.6, 0.4);
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const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025);
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const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02);
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@ -188,17 +188,17 @@ impl<'a> Sampler for ColumnGen<'a> {
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.add(marble_small.sub(0.5).mul(0.25));
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// Colours
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let cold_grass = Rgb::new(0.0, 0.498, 0.408);
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let warm_grass = Rgb::new(0.05, 0.765, 0.0);
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let cold_stone = Rgb::new(0.569, 0.675, 0.796);
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let warm_stone = Rgb::new(0.765, 0.765, 0.643);
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let beach_sand = Rgb::new(0.886, 0.867, 0.635);
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let desert_sand = Rgb::new(0.929, 0.796, 0.53);
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let snow = Rgb::broadcast(0.765);
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let cold_grass = Rgb::new(0.0, 0.49, 0.42);
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let warm_grass = Rgb::new(0.03, 0.8, 0.0);
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let cold_stone = Rgb::new(0.57, 0.67, 0.8);
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let warm_stone = Rgb::new(0.77, 0.77, 0.64);
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let beach_sand = Rgb::new(0.89, 0.87, 0.64);
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let desert_sand = Rgb::new(0.93, 0.80, 0.54);
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let snow = Rgb::broadcast(0.77);
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let dirt = Lerp::lerp(
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Rgb::new(0.078, 0.078, 0.196),
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Rgb::new(0.612, 0.49, 0.0),
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Rgb::new(0.078, 0.078, 0.20),
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Rgb::new(0.61, 0.49, 0.0),
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marble,
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);
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let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
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@ -208,7 +208,7 @@ impl<'a> Sampler for ColumnGen<'a> {
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let tropical = Rgb::lerp(
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grass,
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Rgb::new(0.867, 0.62, 0.561),
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Rgb::new(0.87, 0.62, 0.56),
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marble_small.sub(0.5).mul(0.2).add(0.75).powf(0.667),
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);
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