- float sundot = clamp(dot(rd, -g_light_directions[0].xyz), 0.0, 1.0);
- vec3 sun = 0.25 * vec3(1.0,0.7,0.4) * pow( sundot,5.0 );
- sun += 0.25 * vec3(1.0,0.8,0.6) * pow( sundot,64.0 );
- sun += 0.2 * vec3(1.0,0.8,0.6) * pow( sundot,512.0 );
- skycomp += sun * g_light_colours[0].rgb;
+ vec3 cloud_colour = mix( mix(g_nightsky_colour.rgb,vec3(1.0),g_day_phase),
+ g_sunset_colour.rgb, g_sunset_phase );