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Add a missing 0 in fog.glsl
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@ -18,7 +18,7 @@ vec4 applyFogAtDist(vec4 color, float euclideanDist, float linearDist)
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float fogValue = clamp((dist - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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float fogValue = clamp((dist - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#endif
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#endif
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#ifdef ADDITIVE_BLENDING
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#ifdef ADDITIVE_BLENDING
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color.xyz *= 1 - fogValue;
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color.xyz *= 1.0 - fogValue;
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#else
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#else
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color.xyz = mix(color.xyz, gl_Fog.color.xyz, fogValue);
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color.xyz = mix(color.xyz, gl_Fog.color.xyz, fogValue);
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#endif
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#endif
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