+
+
+ 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;
+
+ oColour = vec4(skycomp,1.0);