// q3map_skylight 110 3
// ^^^ skylight
//
-// With that, do:
-// ]skybox_nosRGB_to_sRGB 340 47 110
+// With that, do (the last parameter is the ratio of skylight you assume hits
+// the surfaces, about 0.25 for inner surfaces near sky, about 1.00 on
+// terrain):
+// ]skybox_nosRGB_to_sRGB 340 47 110 0.25
// rpn: still on stack: new_sunlight:
-// rpn: still on stack: 556.365417
+// rpn: still on stack: 380.464142
// rpn: still on stack: new_skylight:
-// rpn: still on stack: 24.4562988
+// rpn: still on stack: 9.32523632
//
// The equivalent -sRGB shader then will have:
//
-// q3map_sunExt 1 0.6875 0.375 556.365417 25 47 0 16
-// q3map_skylight 24.4562988 3
-alias skybox_nosRGB_to_sRGB "rpn $3 402.123 div $rpn_sRGB_to_linear 402.123 mul /new_skylight: $3 402.123 div $1 256 div $2 0.017453 mul sin mul add $rpn_sRGB_to_linear $3 402.123 div $rpn_sRGB_to_linear sub 256 mul $2 0.017453 mul sin div /new_sunlight:"
+// q3map_sunExt 1 0.6875 0.375 380.464142 25 47 0 16
+// q3map_skylight 9.32523632 3
+alias skybox_nosRGB_to_sRGB "rpn $3 402.123 $4 div div $rpn_sRGB_to_linear 402.123 $4 div mul /new_skylight: $3 402.123 $4 div div $1 256 div $2 0.017453 mul sin mul add $rpn_sRGB_to_linear $3 402.123 $4 div div $rpn_sRGB_to_linear sub 256 mul $2 0.017453 mul sin div /new_sunlight:"
// these settings determine how much the view is affected by movement/damage
cl_smoothviewheight 0.05 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition