"\n"
"#line 1 1 \n"
"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line 6 0 \n"
+"#line 1 2 \n"
+"// :D\n"
"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
" g_sunset_phase );\n"
"\n"
" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-" * g_sun_colour.rgb * g_day_phase;\n"
+" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+" dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+" ) * g_sun_colour.rgb * g_day_phase;\n"
"\n"
" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 6 0 \n"
-"#line 1 2 \n"
+"#line 7 0 \n"
+"#line 1 3 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 7 0 \n"
+"#line 8 0 \n"
"\n"
"void main()\n"
"{\n"
" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
"\n"
" // Colour blending\n"
-" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.380;\n"
+" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n"
" vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
"\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
" }\n"
"\n"
" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-" oColour = vec4(vec3(aNorm.w), 1.0);\n"
+" oColour = vec4(vfrag, 1.0);\n"
"}\n"
""},
};