Fix too flat shadowing by not completely removing diffuse light but by toning it down instead. There's almost always reflective light bouncing around.
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@ -346,7 +346,7 @@ void main (void)
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{pf1 = pow(nDotHV1, 0.5*gl_FrontMaterial.shininess);}
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float shadowmap = getShadowing();
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light_diffuse *= shadowmap;
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light_diffuse *= (0.3+0.7*shadowmap);
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if (cloud_shadow_flag == 1)
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{
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