Tweak cloud lighting
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@@ -12,7 +12,7 @@ void main() {
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float dist = dot(distVec, distVec);
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vec3 norm = texture(normals, vTexPos).xyz;
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float y1 = dot(norm, distVec);
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float y2 = float(y1 > 0 ? 1 : 0.1);
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float y2 = float(y1 > 0 ? 1 : 0.2);
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//bool t = pos.z > lightPos.z && norm.z > 0;
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//float y2 = float(y1 > 0 || t ? 1 : 0.1);
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float x = 1 - (pow(dist / rad,4));
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