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Return star color calculation to what it previously was
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@ -698,7 +698,7 @@ void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
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float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
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float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
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m_star_color = m_star_params.starcolor;
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m_star_color.a = clamp(starbrightness * m_star_color.a, 0.0f, 1.0f);
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m_star_color.a *= clamp(starbrightness, 0.0f, 1.0f);
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if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
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return;
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m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
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