It probably has to do with checking/unchecking the clamp white/clamp black boxes in the color adjust node at the output. Also note that altitude and slope constraints are added at the next step (same as you did it, I just don't include the final distribution shader in the face mask).
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Also note that the effect of the black level and white level is much more pronounced, since it affects the whole 360 degree circle, instead of just one quadrant.
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