#if MC_VERSION >= 11300
    umbral = (smoothstep(1.0, 0.0, rainStrength) * .3) + .25;
#else
    umbral = (smoothstep(1.0, 0.0, rainStrength) * .3) + .55;
#endif

dark_cloud_color = day_blend(
    ZENITH_SUNSET_COLOR,
    ZENITH_DAY_COLOR,
    ZENITH_NIGHT_COLOR
);

dark_cloud_color = mix(
    dark_cloud_color,
    ZENITH_SKY_RAIN_COLOR * color_average(dark_cloud_color),
    rainStrength
);

vec3 cloud_color_aux = mix(
    day_blend(
        LIGHT_SUNSET_COLOR,
        LIGHT_DAY_COLOR,
        LIGHT_NIGHT_COLOR * vec3(0.0, 0.0, 0.0)
    ),
    ZENITH_SKY_RAIN_COLOR * color_average(dark_cloud_color),
    rainStrength
);

cloud_color = mix(
    clamp(mix(vec3(luma(cloud_color_aux)), cloud_color_aux, 0.6 * CLOUD_DENSITY * CLOUD_CONTRAST) * vec3(1.8 * CLOUD_BRIGHTNESS), 0.0, 1.6),
    day_blend(
        HORIZON_SUNSET_COLOR,
        HORIZON_DAY_COLOR,
        HORIZON_NIGHT_COLOR
    ),
    0.25 * CLOUD_COVERAGE * CLOUD_DEPTH_MULTIPLIER
);

cloud_color = mix(cloud_color, HORIZON_SKY_RAIN_COLOR * luma(cloud_color_aux) * 5.0, rainStrength);

dark_cloud_color = mix(dark_cloud_color, cloud_color * CLOUD_SHADOW_INTENSITY, 0.28 * CLOUD_DENSITY * CLOUD_CONTRAST);

dark_cloud_color = mix(
    dark_cloud_color,
    day_blend(
        cloud_color_aux,
        dark_cloud_color,
        dark_cloud_color
    ),
    0.4
);
