CHGICKEN
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / sky.fs
1 out vec4 FragColor;
2
3 uniform vec4 uColour;
4
5 in vec4 aColour;
6 in vec2 aUv;
7 in vec3 aNorm;
8 in vec3 aCo;
9
10 void main()
11 {
12 float fintensity = 1.0-(abs(aNorm.y)*0.7);
13 float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;
14 float fblend = pow(fintensity,6.0) * angle;
15 vec3 horizon = vec3(0.9,0.9,0.8);
16 vec3 skycolour = vec3(0.4,0.5,0.8);
17 vec3 diffuse = mix( skycolour, horizon, fblend );
18
19 FragColor = vec4(diffuse,1.0);
20 }