Add a comment to clarify a magical formula
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@ -1303,6 +1303,8 @@ void TileGenerator::scalePixelRows(PixelAttributes &pixelAttributes, PixelAttrib
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void TileGenerator::pushPixelRows(PixelAttributes &pixelAttributes, int zPosLimit) {
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if (m_shading)
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// Make shading less pronounced when map is scaled down
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// (the formula for the emphasis parameter was determined (tuned) experimentally...)
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pixelAttributes.renderShading(m_scaleFactor < 3 ? 1 : 1 / sqrt(m_scaleFactor), m_drawAlpha);
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int y;
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for (y = pixelAttributes.getNextY(); y <= pixelAttributes.getLastY() && y < (worldBlockZ2StoredY(m_zMin - 1) + m_mapYEndNodeOffset) / m_scaleFactor; y++) {
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