Oopsie, sorted out some comments.
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@ -71,6 +71,8 @@ void main()
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// mix in some light blue color
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totalColor += diffuseColor * vec3(0.85, 0.85, 1.0);
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// create a fresnel torus around the planet - opacity is proportional to it
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// multiply NdotV by a constant less than 1.0 to create haze
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vec3 fresnel = vec3(pow(1.0 - (NdotV * 0.3), kFresnelExponent));
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// mix the bias color now
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@ -92,10 +94,6 @@ void main()
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float quant = atmDistance < (minDistance + 2000.0) ?
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magicDistance / 2000.0 : 1.0;
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// create a fresnel torus around the planet - opacity is proportional to it
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// multiply NdotV by a constant less than 1.0 to create haze
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//vec3 fresnel = vec3(pow(1.0 - (NdotV * 0.3), kFresnelExponent));
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// calculate the final opacity, special handling for
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// angles > arccos(cosThreshold) to fade atmosphere out at its edge
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float newOpacity = quant * max(0.01, NdotL) * (NdotV > cosThreshold ?
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