[fog.f.glsl] Small fix. Now using sky color instead of a transparent color.
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@ -3,6 +3,6 @@
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vec4 fog(vec4 color, float fogCoord, float fogStart, float fogEnd) {
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float fog = clamp((fogEnd - fogCoord) / (fogEnd - fogStart), 0.0, 1.0);
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return mix(vec4(color.xyz, 0.0), color, fog);
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return mix(vec4(0.196078, 0.6, 0.8, 1.0), color, fog);
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}
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