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fog is now affected by the background color
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@@ -301,7 +301,7 @@ void display_data::set_projection(int ed) {
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if(pers3) {
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glhr::fog_max(1/sightranges[geometry]);
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glhr::fog_max(1/sightranges[geometry], darkena(backcolor, 0, 0xFF));
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}
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if(glhr::new_shader_projection == glhr::shader_projection::ball)
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