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Tunnel Records

Ap chapter 3 outline

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#version 120 #define SKY_DESATURATION 0.0f varying vec4 texcoord; uniform vec3 sunPosition; uniform vec3 moonPosition; uniform vec3 upPosition; uniform float rainStrength; uniform int worldTime; varying vec3 lightVector; varying vec3 upVector; varying float timeSunrise; varying float timeNoon; varying float timeSunset; varying float timeMidnight; varying float timeSkyDark; varying vec3 colorSunlight; varying vec3 colorSkylight; varying vec3 colorSunglow; varying vec3 colorBouncedSunlight; varying vec3 colorScatteredSunlight; varying vec3 colorTorchlight; varying vec3 colorWaterMurk; varying vec3 colorWaterBlue; void main() { gl_Position = ftransform(); texcoord = gl_MultiTexCoord0; if (worldTime < 12700 || worldTime > 23250) { lightVector = normalize(sunPosition);
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