| Rev | Line |   | 
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| [3798] | 1 | varying float intensity_sq, intensity; | 
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 | 2 |  | 
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 | 3 | uniform sampler2D s_texture_0; | 
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 | 4 | uniform sampler2D s_texture_1; | 
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 | 5 |  | 
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 | 6 | uniform vec4 horizon; | 
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 | 7 |  | 
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 | 8 | void main() | 
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 | 9 | { | 
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 | 10 |    vec4 clouds_0 = texture2D(s_texture_0, gl_TexCoord[0].xy); | 
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 | 11 |    vec4 clouds_1 = texture2D(s_texture_1, gl_TexCoord[1].xy); | 
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 | 12 |          | 
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 | 13 |    vec4 clouds = (clouds_0 + clouds_1) * intensity_sq; | 
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 | 14 |  | 
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 | 15 |    vec4 cloud_color = vec4((1.0 - intensity) * horizon.x, (1.0 - intensity) * horizon.y, intensity * horizon.z, 0.0); | 
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 | 16 |  | 
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 | 17 |    gl_FragColor = cloud_color * (1.0 - clouds.x) + clouds; | 
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 | 18 | } | 
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