+ float fmove = uTime * 0.001;
+ vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;
+ vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );
+ vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );
+
+ float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);
+ float cloud_e = pow(cloud_d,1.8)*pow(abs(aNorm.y),0.3)*2.0;
+
+ vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );
+ float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
+
+ vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e);
+ skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);
+
+ FragColor = vec4(skycomp, 1.0);