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			182 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			182 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 mWorld;
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| uniform vec3 dayLight;
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| uniform vec3 eyePosition;
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| uniform float animationTimer;
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| uniform vec4 emissiveColor;
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| uniform vec3 cameraOffset;
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| 
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| 
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| varying vec3 vNormal;
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| varying vec3 vPosition;
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| varying vec3 worldPosition;
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| varying lowp vec4 varColor;
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| #ifdef GL_ES
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| varying mediump vec2 varTexCoord;
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| #else
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| centroid varying vec2 varTexCoord;
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| #endif
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| 
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| #ifdef ENABLE_DYNAMIC_SHADOWS
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| 	// shadow uniforms
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| 	uniform vec3 v_LightDirection;
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| 	uniform float f_textureresolution;
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| 	uniform mat4 m_ShadowViewProj;
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| 	uniform float f_shadowfar;
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| 	uniform float f_shadow_strength;
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| 	uniform float f_timeofday;
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| 	uniform vec4 CameraPos;
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| 
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| 	varying float cosLight;
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| 	varying float adj_shadow_strength;
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| 	varying float f_normal_length;
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| 	varying vec3 shadow_position;
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| 	varying float perspective_factor;
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| #endif
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| 
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| varying vec3 eyeVec;
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| varying float nightRatio;
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| // Color of the light emitted by the light sources.
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| const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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| varying float vIDiff;
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| const float e = 2.718281828459;
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| const float BS = 10.0;
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| uniform float xyPerspectiveBias0;
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| uniform float xyPerspectiveBias1;
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| uniform float zPerspectiveBias;
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| 
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| #ifdef ENABLE_DYNAMIC_SHADOWS
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| 
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| vec4 getRelativePosition(in vec4 position)
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| {
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| 	vec2 l = position.xy - CameraPos.xy;
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| 	vec2 s = l / abs(l);
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| 	s = (1.0 - s * CameraPos.xy);
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| 	l /= s;
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| 	return vec4(l, s);
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| }
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| 
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| float getPerspectiveFactor(in vec4 relativePosition)
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| {
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| 	float pDistance = length(relativePosition.xy);
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| 	float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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| 	return pFactor;
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| }
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| 
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| vec4 applyPerspectiveDistortion(in vec4 position)
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| {
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| 	vec4 l = getRelativePosition(position);
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| 	float pFactor = getPerspectiveFactor(l);
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| 	l.xy /= pFactor;
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| 	position.xy = l.xy * l.zw + CameraPos.xy;
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| 	position.z *= zPerspectiveBias;
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| 	return position;
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| }
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| 
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| // custom smoothstep implementation because it's not defined in glsl1.2
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| // https://docs.gl/sl4/smoothstep
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| float mtsmoothstep(in float edge0, in float edge1, in float x)
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| {
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| 	float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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| 	return t * t * (3.0 - 2.0 * t);
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| }
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| #endif
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| 
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| 
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| float directional_ambient(vec3 normal)
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| {
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| 	vec3 v = normal * normal;
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| 
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| 	if (normal.y < 0.0)
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| 		return dot(v, vec3(0.670820, 0.447213, 0.836660));
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| 
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| 	return dot(v, vec3(0.670820, 1.000000, 0.836660));
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| }
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| 
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| void main(void)
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| {
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| 	varTexCoord = (mTexture * inTexCoord0).st;
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| 	gl_Position = mWorldViewProj * inVertexPosition;
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| 
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| 	vPosition = gl_Position.xyz;
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| 	vNormal = (mWorld * vec4(inVertexNormal, 0.0)).xyz;
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| 	worldPosition = (mWorld * inVertexPosition).xyz;
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| 	eyeVec = -(mWorldView * inVertexPosition).xyz;
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| 
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| #if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
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| 	vIDiff = 1.0;
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| #else
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| 	// This is intentional comparison with zero without any margin.
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| 	// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
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| 	vIDiff = length(inVertexNormal) == 0.0
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| 		? 1.0
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| 		: directional_ambient(normalize(inVertexNormal));
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| #endif
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| 
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| #ifdef GL_ES
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| 	vec4 color = inVertexColor.bgra;
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| #else
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| 	vec4 color = inVertexColor;
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| #endif
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| 
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| 	color *= emissiveColor;
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| 
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| 	// The alpha gives the ratio of sunlight in the incoming light.
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| 	nightRatio = 1.0 - color.a;
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| 	color.rgb = color.rgb * (color.a * dayLight.rgb +
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| 		nightRatio * artificialLight.rgb) * 2.0;
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| 	color.a = 1.0;
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| 
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| 	// Emphase blue a bit in darker places
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| 	// See C++ implementation in mapblock_mesh.cpp final_color_blend()
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| 	float brightness = (color.r + color.g + color.b) / 3.0;
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| 	color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
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| 		0.07 * brightness);
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| 
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| 	varColor = clamp(color, 0.0, 1.0);
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| 
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| 
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| #ifdef ENABLE_DYNAMIC_SHADOWS
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| 	if (f_shadow_strength > 0.0) {
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| 		vec3 nNormal = normalize(vNormal);
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| 		f_normal_length = length(vNormal);
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| 
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| 		/* normalOffsetScale is in world coordinates (1/10th of a meter)
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| 		   z_bias is in light space coordinates */
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| 		float normalOffsetScale, z_bias;
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| 		float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
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| 		if (f_normal_length > 0.0) {
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| 			nNormal = normalize(vNormal);
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| 			cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
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| 			float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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| 			normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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| 					xyPerspectiveBias1 / f_textureresolution;
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| 			z_bias = 1e3 * sinLight / cosLight * (0.5 + f_textureresolution / 1024.0);
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| 		}
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| 		else {
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| 			nNormal = vec3(0.0);
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| 			cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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| 			float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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| 			normalOffsetScale = 0.0;
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| 			z_bias = 3.6e3 * sinLight / cosLight;
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| 		}
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| 		z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
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| 
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| 		shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
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| 		shadow_position.z -= z_bias;
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| 		perspective_factor = pFactor;
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| 
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| 		if (f_timeofday < 0.2) {
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| 			adj_shadow_strength = f_shadow_strength * 0.5 *
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| 				(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
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| 		} else if (f_timeofday >= 0.8) {
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| 			adj_shadow_strength = f_shadow_strength * 0.5 *
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| 				mtsmoothstep(0.8, 0.83, f_timeofday);
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| 		} else {
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| 			adj_shadow_strength = f_shadow_strength *
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| 				mtsmoothstep(0.20, 0.25, f_timeofday) *
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| 				(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
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| 		}
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| 	}
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| #endif
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| }
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