vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )
{
- float fresnel = step(0.5,1.0 - abs(dot(normal,halfview)));
+ float fresnel = 1.0 - abs(dot(normal,halfview));
vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb,
g_sunset_phase );