layout (location = 0) out vec4 oColour; uniform vec4 uColour; uniform sampler2D uTexGarbage; uniform float uTime; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; #include "motion_vectors_fs.glsl" void main() { compute_motion_vectors(); float fintensity = 1.0-(abs(aNorm.y)*0.7); float fblend = pow(fintensity,4.0); vec3 horizon = vec3( 0.8, 0.9, 0.9 ); vec3 skycolour = vec3( 0.5, 0.6, 0.9 ); vec3 diffuse = mix( skycolour, horizon, fblend ); float fmove = uTime * 0.004; vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05; vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 ); vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove ); float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0); float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0; vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 ); float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 ); vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e); oColour = vec4(pow(skycomp, vec3(1.5)),1.0); }