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fix a stinky in the end fog, make a temporary work around for clouds making stars vanish at high y coords
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@ -882,7 +882,7 @@ void main() {
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vec4 cloud = texture2D_bicubic(colortex0,texcoord*CLOUDS_QUALITY);
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background = background*cloud.a + cloud.rgb;
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if(eyeAltitude < 25000) background = background*cloud.a + cloud.rgb;
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gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.);
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#endif
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