vec3 is not the same as float
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@ -265,7 +265,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
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// secondary reflection of sky irradiance
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float fresnelW = ((0.8 * wetness) + (0.2* water_factor)) * (1.0-smoothstep(0.0,0.4, dot(E,n) * 1.0 - 0.2 * rain_factor * wetness));
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float sky_factor = (1.0-ct*ct);//mix((1.0 - ct * ct), 1.0-effective_scattering, effective_scattering);
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float sky_light = vec3 (1.0,1.0,1.0) * length(light_specular.rgb) * (1.0-effective_scattering);
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vec3 sky_light = vec3 (1.0,1.0,1.0) * length(light_specular.rgb) * (1.0-effective_scattering);
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specular.rgb += sky_factor * fresnelW * sky_light;
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