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	+ fake shading for the volumetric clouds
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		@@ -127,18 +127,21 @@ void Clouds::render()
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			continue;
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		float b = m_brightness;
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		video::SColor c(128,b*230,b*230,b*255);
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		video::SColor c_top(128,b*240,b*240,b*255);
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		video::SColor c_side_1(128,b*230,b*230,b*255);
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		video::SColor c_side_2(128,b*220,b*220,b*245);
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		video::SColor c_bottom(128,b*205,b*205,b*230);
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		video::S3DVertex v[4] =
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		{
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			video::S3DVertex(0,0,0, 0,0,0, c, 0, 1),
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			video::S3DVertex(0,0,0, 0,0,0, c, 1, 1),
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			video::S3DVertex(0,0,0, 0,0,0, c, 1, 0),
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			video::S3DVertex(0,0,0, 0,0,0, c, 0, 0)
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			video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
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			video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
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			video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
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			video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
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		};
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		f32 rx = cloud_size;
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		f32 ry = 16*BS;
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		f32 ry = 8*BS;
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		f32 rz = cloud_size;
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		for(int i=0;i<6;i++)
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@@ -152,30 +155,40 @@ void Clouds::render()
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					v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
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					break;
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				case 1: // back
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					for(int j=0;j<4;j++)
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						v[j].Color=c_side_1;
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					v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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					v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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					v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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					v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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					break;
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				case 2: //right
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					for(int j=0;j<4;j++)
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						v[j].Color=c_side_2;
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					v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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					v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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					v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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					v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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					break;
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				case 3: // front
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					for(int j=0;j<4;j++)
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						v[j].Color=c_side_1;
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					v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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					v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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					v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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					v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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					break;
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				case 4: // left
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					for(int j=0;j<4;j++)
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						v[j].Color=c_side_2;
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					v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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					v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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					v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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					v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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					break;
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				case 5: // bottom
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					for(int j=0;j<4;j++)
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						v[j].Color=c_bottom;
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					v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
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					v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
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					v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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