Atmosphere haze intensity returned to its previous value.

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AnotherCommander 2020-04-14 14:55:35 +02:00 committed by GitHub
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commit 6cf1826e1f
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@ -64,7 +64,7 @@ void main()
// create a fresnel torus around the planet - opacity is proportional to it
// multiply NdotV by a constant less than 1.0 to create haze
vec3 fresnel = vec3(pow(1.0 - (NdotV * 0.4031831), kFresnelExponent));
vec3 fresnel = vec3(pow(1.0 - (NdotV * 0.31831), kFresnelExponent));
// calculate when the atmosphere should fade in / out
float quant = atmDistance < (minDistance + 2000.0) ?