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~ | Modified scene
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@ -38,9 +38,9 @@ vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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vec3 GetEnvironmentLight(Ray ray)
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{
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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vec3 sun_pos = vec3(-1., 1.0, 0.);
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float SunFocus = 1.5;
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float SunIntensity = 1;
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float SunIntensity = 0.5;
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vec3 GroundColour = vec3(0.5, 0.5, 0.5);
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vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
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@ -53,4 +53,4 @@ vec3 GetEnvironmentLight(Ray ray)
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// Combine ground, sky, and sun
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vec3 composite = mix(GroundColour, skyGradient, groundToSkyT) + sun * int(groundToSkyT >= 1);
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return composite;
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}
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}
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