atmosphere: raise sky horizon color band
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@@ -383,7 +383,7 @@ var FRAG_SRC = [
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// skyT floor at 0.5: at and below the horizon the sky keeps
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// skyT floor at 0.5: at and below the horizon the sky keeps
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// the exact horizon colour - the same value the terrain's
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// the exact horizon colour - the same value the terrain's
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// distance fog saturates to, so no seam at the silhouette.
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// distance fog saturates to, so no seam at the silhouette.
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'float skyT = clamp(rd.y * 0.7 + 0.5, 0.5, 1.0);',
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'float skyT = clamp(rd.y * 0.55 + 0.5, 0.5, 1.0);',
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'vec3 col = mix(uBg, uSky, skyT);',
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'vec3 col = mix(uBg, uSky, skyT);',
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'if (uPhysicalSkyOn > 0.5) {',
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'if (uPhysicalSkyOn > 0.5) {',
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'float cosT = dot(rd, uSunDir);',
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'float cosT = dot(rd, uSunDir);',
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@@ -492,7 +492,7 @@ var FRAG_SRC = [
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// the ground has a different colour than the sky next to it
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// the ground has a different colour than the sky next to it
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// and reads as a hard edge.
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// and reads as a hard edge.
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'if (uPhysical > 0.5) {',
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'if (uPhysical > 0.5) {',
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'float lowBand = 1.0 - smoothstep(-0.03, 0.20, rd.y);',
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'float lowBand = 1.0 - smoothstep(-0.08, 0.35, rd.y);',
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'float cosTA = dot(rd, uSunDir);',
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'float cosTA = dot(rd, uSunDir);',
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'float phaseA = 0.5 + 0.5 * cosTA * cosTA;',
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'float phaseA = 0.5 + 0.5 * cosTA * cosTA;',
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'col = mix(col, uAirColor * phaseA * 1.25, lowBand * 0.92);',
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'col = mix(col, uAirColor * phaseA * 1.25, lowBand * 0.92);',
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