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93 | 93 | vec3 ambientColor = mix(clearAmbientColor, rainAmbientColor, rainFactor); |
94 | 94 | #elif defined(WORLD_MARS) |
95 | 95 | #ifndef COMPOSITE |
96 | | - vec3 noonClearLightColor = vec3(0.45, 0.20, 0.08) * 1.0; // Reduced brightness |
| 96 | + vec3 noonClearLightColor = vec3(0.55, 0.45, 0.4) * 1.0; // Reduced brightness |
97 | 97 | #else |
98 | | - vec3 noonClearLightColor = vec3(0.4, 0.18, 0.06) * 0.85; // Reduced brightness |
| 98 | + vec3 noonClearLightColor = vec3(0.5, 0.40, 0.38) * 0.85; // Reduced brightness |
99 | 99 | #endif |
100 | 100 | vec3 noonClearAmbientColor = pow(skyColor, vec3(0.65)) * 0.75; // Slightly dimmer ambient |
101 | 101 |
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107 | 107 | vec3 sunsetClearAmbientColor = noonClearAmbientColor * vec3(0.75, 0.65, 0.65) * 0.6; // Slightly dimmer ambient |
108 | 108 |
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109 | 109 | #if !defined COMPOSITE && !defined DEFERRED1 |
110 | | - vec3 nightClearLightColor = vec3(0.05, 0.04, 0.04) * (0.4 + vsBrightness * 0.3); |
| 110 | + vec3 nightClearLightColor = vec3(0.14, 0.12, 0.10) * (0.45 + vsBrightness * 0.35); |
111 | 111 | #elif defined DEFERRED1 |
112 | | - vec3 nightClearLightColor = vec3(0.04, 0.03, 0.03); |
| 112 | + vec3 nightClearLightColor = vec3(0.12, 0.11, 0.09); |
113 | 113 | #else |
114 | | - vec3 nightClearLightColor = vec3(0.05, 0.04, 0.04); |
| 114 | + vec3 nightClearLightColor = vec3(0.14, 0.12, 0.10); |
115 | 115 | #endif |
116 | | - vec3 nightClearAmbientColor = vec3(0.02, 0.018, 0.016) * (0.8 + vsBrightness * 0.4); |
| 116 | + vec3 nightClearAmbientColor = vec3(0.07, 0.06, 0.05) * (1.15 + vsBrightness * 0.55); |
117 | 117 |
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118 | 118 | vec3 dayRainLightColor = vec3(0.18, 0.12, 0.08) * 0.85; |
119 | 119 | vec3 dayRainAmbientColor = vec3(0.15, 0.12, 0.18) * 2.3; |
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