Atmosphere haze intensity returned to its previous value.
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@ -64,7 +64,7 @@ void main()
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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 * 0.4031831), kFresnelExponent));
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vec3 fresnel = vec3(pow(1.0 - (NdotV * 0.31831), kFresnelExponent));
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// calculate when the atmosphere should fade in / out
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float quant = atmDistance < (minDistance + 2000.0) ?
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