contrails: raise alpha floor after rough shader
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@@ -5475,11 +5475,11 @@ var CT2_FRAG_SRC = [
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'float edge = 1.0 - smoothstep(wob * 0.10, wob, raggedSide);',
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'float edge = 1.0 - smoothstep(wob * 0.10, wob, raggedSide);',
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'edge *= 0.32 + 0.68 * pow(vU, 0.55);',
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'edge *= 0.32 + 0.68 * pow(vU, 0.55);',
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'float dens = fbm2(vec2(vU * 31.0 + vV * 2.0, vU * 7.0 - vV * 4.0));',
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'float dens = fbm2(vec2(vU * 31.0 + vV * 2.0, vU * 7.0 - vV * 4.0));',
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'dens = smoothstep(0.24, 0.86, dens);',
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'dens = 0.35 + 0.75 * smoothstep(0.12, 0.78, dens);',
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'float streak = 0.55 + 0.45 * noise2(vec2(vU * 90.0, vV * 2.0));',
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'float streak = 0.65 + 0.35 * noise2(vec2(vU * 90.0, vV * 2.0));',
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'float head = 0.28 + 0.72 * vU;',
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'float head = 0.32 + 0.68 * vU;',
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'float a = clamp(vS * edge * head * dens * streak, 0.0, 0.92);',
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'float a = clamp(vS * (0.25 + edge * head * dens * streak), 0.0, 0.95);',
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'if (a <= 0.006) discard;',
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'if (a <= 0.002) discard;',
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'vec3 dayCol = mix(vec3(0.82, 0.84, 0.88), vec3(1.0, 1.0, 1.0), dens);',
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'vec3 dayCol = mix(vec3(0.82, 0.84, 0.88), vec3(1.0, 1.0, 1.0), dens);',
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'vec3 nightCol = mix(vec3(0.30, 0.38, 0.55), vec3(0.58, 0.68, 0.88), dens);',
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'vec3 nightCol = mix(vec3(0.30, 0.38, 0.55), vec3(0.58, 0.68, 0.88), dens);',
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'vec3 col = mix(nightCol, dayCol, clamp(uDay, 0.0, 1.0));',
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'vec3 col = mix(nightCol, dayCol, clamp(uDay, 0.0, 1.0));',
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