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Added night texture.
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@@ -68,11 +68,6 @@ uniform sampler2D transmittanceTexture;
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uniform sampler2D irradianceTexture;
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uniform sampler3D inscatterTexture;
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// TODO: Remove from there!
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// the transmittance sampler is in scatteringinclude.glsl
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//layout(origin_upper_left) in vec4 gl_FragCoord;
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in vec2 vs_st;
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in vec2 vs_nightTex;
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in vec4 vs_normal;
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@@ -421,8 +416,8 @@ Fragment getFragment() {
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//diffuse = HDR(vec4(groundColor, 1.0));
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//diffuse = HDR(vec4(inscatterColor, 1.0));
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//diffuse = HDR(vec4(sunColor + groundColor + inscatterColor, 1.0) + diffuse2 + clouds);
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diffuse = HDR(vec4(sunColor + groundColor + inscatterColor, 1.0) *
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//diffuse = HDR(vec4(sunColor + groundColor + inscatterColor, 1.0) + diffuse2);
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diffuse = HDR((vec4(sunColor + groundColor + inscatterColor, 1.0) + diffuse2) *
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calcShadow(shadowDataArray, vs_posWorld.xyz) );
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}
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// else
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