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@@ -136,11 +136,13 @@ void main(void) {
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float ExposureBias = fLumCompressed;
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vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);
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- vec3 skyColor = curr * whiteScale;
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- vec3 retColor = pow(skyColor,vec3(1.0/(1.2+(1.2*sunfade))));
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-
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- vec4 baseColor = vec4(retColor, 1.0);
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+ // May generate a bug so just just keep retColor = skyColor;
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+ // vec3 skyColor = curr * whiteScale;
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+ //vec3 retColor = pow(skyColor,vec3(1.0/(1.2+(1.2*sunfade))));
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+
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+ vec3 retColor = curr * whiteScale;
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+
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/**
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*--------------------------------------------------------------------------------------------------
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* Sky Color
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@@ -151,18 +153,15 @@ void main(void) {
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float alpha = 1.0;
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#ifdef VERTEXCOLOR
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- baseColor.rgb *= vColor.rgb;
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+ retColor.rgb *= vColor.rgb;
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#endif
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- // Lighting
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- vec3 diffuseBase = vec3(1.0, 1.0, 1.0);
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-
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#ifdef VERTEXALPHA
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alpha *= vColor.a;
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#endif
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// Composition
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- vec4 color = vec4(baseColor.rgb, alpha);
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+ vec4 color = clamp(vec4(retColor.rgb, alpha), 0.0, 1.0);
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// Fog
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#include<fogFragment>
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