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for(int a=0; a<CLOUD_SIZE; ++a) {
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cloudThickness[(a*CLOUD_SIZE+int(gs->frameNum*0.00009f*256+camera->pos.x*CLOUD_SIZE*0.000025f))*4+3]=0;
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glBindTexture(GL_TEXTURE_2D, cloudDot3Tex);
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glTexSubImage2D(GL_TEXTURE_2D,0, 0,0,CLOUD_SIZE, CLOUD_SIZE,GL_RGBA, GL_UNSIGNED_BYTE, cloudThickness);