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fix(sonar): addressing reliability/security issues
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@@ -1588,7 +1588,7 @@ opengl_renderer::Render( world_environment *Environment ) {
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auto const fogfactor { std::clamp( Global.fFogEnd / 2000.f, 0.f, 1.f ) }; // closer/denser fog reduces opacity of the celestial bodies
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float const duskfactor = 1.0f - std::clamp( std::abs( Environment->m_sun.getAngle() ), 0.0f, 12.0f ) / 12.0f;
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glm::vec3 suncolor = glm::mix(
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glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
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glm::vec3( 1.0f, 242.0f / 255.0f, 231.0f / 255.0f ),
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glm::vec3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
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duskfactor );
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// sun
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