"void main()\n"
"{\n"
" float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
-" float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n"
-" float fblend = pow(fintensity,6.0) * angle;\n"
-" vec3 horizon = vec3(0.9,0.9,0.8);\n"
-" vec3 skycolour = vec3(0.4,0.5,0.8);\n"
+" float fblend = pow(fintensity,4.0);\n"
+" vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
+" vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
" vec3 diffuse = mix( skycolour, horizon, fblend );\n"
"\n"
-" float fmove = uTime * 0.001;\n"
-" vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;\n"
+" float fmove = uTime * 0.004;\n"
+" vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
" vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
"\n"
" float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
-" float cloud_e = pow(cloud_d,1.8)*pow(abs(aNorm.y),0.3)*2.0;\n"
+" float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
"\n"
" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
"\n"
-" vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e);\n"
-" skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);\n"
-"\n"
-" FragColor = vec4(skycomp, 1.0);\n"
+" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
+" FragColor = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
"}\n"
""},
};