out vec4 FragColor; uniform vec4 uColour; uniform sampler2D uTexGarbage; uniform float uTime; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; void main() { float fintensity = 1.0-(abs(aNorm.y)*0.7); float fblend = pow(fintensity,6.0); vec3 horizon = vec3( 0.61, 0.71, 0.86 )*1.5; vec3 skycolour = vec3( 0.31, 0.56, 0.91 ); vec3 diffuse = mix( skycolour, horizon, fblend ); float fmove = uTime * 0.004; vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03; 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); skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon); FragColor = vec4(skycomp, 0.0); }