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@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
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haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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haze_glow *= glow.x;
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// higher glow.x gives dimmer glow (because next step is 1 / "angle")
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haze_glow = clamp(pow(haze_glow, glow.z), -10, 10);
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haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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// add "minimum anti-solar illumination"
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