void main()
{
float fintensity = 1.0-(abs(aNorm.y)*0.7);
- float fblend = pow(fintensity,8.0);
+ 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 fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);
- FragColor = vec4(skycomp,1.0);
+ FragColor = vec4(pow(skycomp, vec3(1.5)),1.0);
}