" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
" sun_colour *= sun_shape;\n"
"\n"
-"\n"
+" \n"
" float star = 0.0;\n"
-" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
-" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
-" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
+" float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+"\n"
+" if( star_blend > 0.001 ){\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
+" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
" compute_motion_vectors();\n"
"\n"
-" vec3 vfrag = vec3(0.5);\n"
+" vec3 vfrag = vec3(0.7);\n"
" vec3 qnorm = aNorm.xyz;\n"
"\n"
" qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n"