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Nightvision
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@ -57,6 +57,10 @@ float tanh(float x){
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float ld(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
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}
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uniform float nightVision;
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void main() {
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gl_Position = ftransform()*0.5+0.5;
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@ -103,7 +107,7 @@ void main() {
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/// TOOO DAMN BLUE
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// // only need to sample one spot for this
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// averageSkyCol += 2.0*skyFromTex(normalize(vec3(0.0,1.0,0.0)),colortex4).rgb/150.;
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vec3 minimimlight = vec3(0.2,0.4,1.0) * MIN_LIGHT_AMOUNT*0.0005;
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vec3 minimimlight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.0005 + nightVision);
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averageSkyCol_Clouds = max(averageSkyCol_Clouds, minimimlight);
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averageSkyCol = max(averageSkyCol, minimimlight);
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