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Light the volumetric clouds by the sun three times as brightly
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@@ -26,9 +26,10 @@ layout(location = 6) uniform ivec2 rows;
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// lowest elevation of the panorama (radians); its rows go with the square of the height, denser at the horizon
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const float PANORAMA_LOW = -0.1;
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// scales of the light of the clouds against the shading of the surfaces (light_common.glsl: SUN_DIFFUSE_SCALE, AMBIENT_SCALE),
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// times the tuning of the debug window (weather_sun_color.w, weather_ambient.w). the sky light about as the shaded faces get it:
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// more of it greys the shaded sides of the clouds into a flat pastel
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const float CLOUD_SUN_SCALE = 1.5;
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// times the tuning of the debug window (weather_sun_color.w, weather_ambient.w). the sunlight three times that of the sunlit faces,
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// set by eye in the simulator: the sunlit sides of real cumulus are several times brighter than the sky around them. the sky light
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// about as the shaded faces get it: more of it greys the shaded sides of the clouds into a flat pastel
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const float CLOUD_SUN_SCALE = 4.5;
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const float CLOUD_AMBIENT_SCALE = 0.6;
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// the ground under the clouds lights their bases back with this share of the light falling on it
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const float CLOUD_GROUND_ALBEDO = 0.2;
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