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Added persistent ambiance back
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8e2f810883
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@ -30,7 +30,7 @@ float get_sun_brightness(vec3 sun_dir) {
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return max(-sun_dir.z + 0.6, 0.0);
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}
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const float PERSISTENT_AMBIANCE = 0.008;
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const float PERSISTENT_AMBIANCE = 0.1;
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void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light) {
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const float SUN_AMBIANCE = 0.1;
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@ -51,9 +51,11 @@ void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diff
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max(-sun_dir.z, 0)
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);
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light = vec3(sun_color * sun_light);
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diffuse_light = light * (dot(-norm, sun_dir) * 0.5 + 0.5);
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ambient_light = vec3((SUN_AMBIANCE + PERSISTENT_AMBIANCE) * sun_light);
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vec3 sun_chroma = sun_color * sun_light;
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light = vec3(sun_chroma + PERSISTENT_AMBIANCE);
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diffuse_light = sun_chroma * (dot(-norm, sun_dir) * 0.5 + 0.5);
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ambient_light = vec3(SUN_AMBIANCE * sun_light + PERSISTENT_AMBIANCE);
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}
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// This has been extracted into a function to allow quick exit when detecting a star.
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