float fintensity = 1.0-(abs(aNorm.y)*0.7);
float fblend = pow(fintensity,4.0);
vec3 horizon = vec3( 0.8, 0.9, 0.9 );
float fintensity = 1.0-(abs(aNorm.y)*0.7);
float fblend = pow(fintensity,4.0);
vec3 horizon = vec3( 0.8, 0.9, 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);
float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);