"\n"
" float g_water_fog;\n"
" float g_time;\n"
+" float g_realtime;\n"
" float g_shadow_length;\n"
" float g_shadow_spread;\n"
"\n"
" return ambient + (light_sun + sky_reflection) * shadow;\n"
"}\n"
"\n"
-"#line 41 0 \n"
+"#line 42 0 \n"
"\n"
"float world_depth_sample( vec3 pos )\n"
"{\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
"\n"
-" if( light_dir.w < 0.999999 )\n"
-" {\n"
+" if( light_dir.w < 0.999999 ){\n"
" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
" }\n"
"\n"
-" return light_colour.rgb * attenuation * falloff;\n"
+" return light_colour.rgb * attenuation * falloff \n"
+" * step( g_day_phase, light_colour.w );\n"
"}\n"
"\n"
"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
"\n"
" vec3 l = vec3(0.0);\n"
"\n"
-" if( light_count >= 1u )\n"
-" {\n"
+" if( light_count >= 1u ){\n"
" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
"\n"
" l += scene_calculate_light( index_0, halfview, co, normal );\n"
"\n"
-" if( light_count >= 2u )\n"
-" {\n"
+" if( light_count >= 2u ){\n"
" l += scene_calculate_light( index_1, halfview, co, normal );\n"
"\n"
-" if( light_count >= 3u )\n"
-" {\n"
+" if( light_count >= 3u ){\n"
" l += scene_calculate_light( index_2, halfview, co, normal );\n"
" }\n"
" }\n"