Separate cloud & surface lighting
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@@ -12,5 +12,6 @@ void main()
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//float d = min(dot(vControls,vControls),1);
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fPos = vec4(vPos, fCol.w);
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fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fCol.w);
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//fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fCol.w);
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fNorm = vec4(-vControls, -0.1 + 0.3 * d ,fCol.w);
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}
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