message: fix zero-sample hack in fog
diff: @@ -145,7 +145,7 @@ void main() {
  float oclusion = 1.0 - textureLod(cloudsLUT, vec2(push.night,0), 0).a;
  store(ivec3(dstUV.xy,0), scatteredLight*oclusion, transmittance);
  - for(int i=1; i<steps; ++i) {
  + for(int i=0; i<steps; ++i) {
  float t = tStep(i, steps);
  float tPrev = tStep(i-1,steps);
  float dd = (t - tPrev)*dist;
  