Finalizing render
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@@ -5,6 +5,7 @@ uniform sampler2D NormalMap;
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uniform vec3 LightDirection;
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uniform float TimeOfDayCoef1;
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uniform float TimeOfDayCoef2;
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uniform float invCoef;
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uniform vec3 TimeOfDayColor;
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varying vec2 texCoord;
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@@ -24,4 +25,10 @@ void main()
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//gl_FragColor = vec4(((texture2D(Texture, texCoord).rgb + vec3(0.0, 0.1, 0.2)) * (0.4)), 1.0);
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gl_FragColor = vec4(((texture2D(Texture, texCoord).rgb + TimeOfDayColor) * (cosf * TimeOfDayCoef1 + TimeOfDayCoef2)), 1.0);
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if (posVec.y < 0.0)
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{
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discard;
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//gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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}
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