local _l_THA = ac.getRealTrackHeadingAngle() function gfx__get_sky_color(vec, compensate_reflections, include_sky, include_moon, compensate_THA) compensate_THA = compensate_THA or false include_sky = include_sky or true include_moon = include_moon or false if ac.calculateSkyColorV2 == nil then return rgb(0,0,0) else local vec_corrected if _l_THA ~= 0 and compensate_THA then local angle = vec32sphere(vec) angle[1] = angle[1] - _l_THA vec_corrected = sphere2vec3(angle[1], angle[2]) else vec_corrected = vec end local sky_c = ac.calculateSkyColorV2(vec_corrected, include_sky, include_moon) --prevent nan return of ac.calculateSkyColor if sky_c.r~=sky_c.r then sky_c.r = 0 end if sky_c.g~=sky_c.g then sky_c.g = 0 end if sky_c.b~=sky_c.b then sky_c.b = 0 end sky_c.r = math.max(0, sky_c.r) sky_c.g = math.max(0, sky_c.g) sky_c.b = math.max(0, sky_c.b) if compensate_reflections and compensate_reflections == true then sky_c = sky_c * (0.4/SOL__config("nerd__sky_adjust", "GradientStyle")) end --sky_c:sub(rgb(0,-0.05,0)*sky_c:getLuminance()) --do a luminance dependent green filter return sky_c end end