+// -nosRGB to -sRGB sky shader conversion:
+//
+// q3map_sunExt 1 0.6875 0.375 340 25 47 0 16
+// ^^ elevation
+// ^^^ sunlight
+// q3map_skylight 110 3
+// ^^^ skylight
+//
+// 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: 380.464142
+// rpn: still on stack: new_skylight:
+// rpn: still on stack: 9.32523632
+//
+// The equivalent -sRGB shader then will have:
+//
+// 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:"