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Sep 23rd, 2013
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  1. if (worldTime < 12700 || worldTime > 23250) {
  2. lightVector = normalize(sunPosition);
  3. } else {
  4. lightVector = normalize(moonPosition);
  5. }
  6.  
  7. upVector = normalize(upPosition);
  8.  
  9.  
  10. float timePow = 2.0f;
  11. float timefract = worldTime;
  12. float newCelestialAngle = (sunAngle + 0.75F < 0.75 ? sunAngle + 0.25F : sunAngle + 0.75F);
  13. if(newCelestialAngle > 1.0F) newCelestialAngle -= 1.0F;
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