g_sunset_phase );
vec3 sky_reflection = 0.5 * fresnel * reflect_colour;
- vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25)
- * g_sun_colour.rgb * g_day_phase;
+ vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN,
+ dot(normal,g_sun_dir.xyz)*0.75+0.25
+ ) * g_sun_colour.rgb * g_day_phase;
float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );
vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb,