-out vec4 FragColor;
+layout (location = 0) out vec4 oColour;
uniform vec4 uColour;
uniform sampler2D uTexGarbage;
in vec3 aNorm;
in vec3 aCo;
+#include "motion_vectors_fs.glsl"
+
void main()
{
+ compute_motion_vectors();
+
float fintensity = 1.0-(abs(aNorm.y)*0.7);
- float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;
- float fblend = pow(fintensity,6.0) * angle;
- vec3 horizon = vec3(0.9,0.9,0.8);
- vec3 skycolour = vec3(0.4,0.5,0.8);
+ float fblend = pow(fintensity,4.0);
+ vec3 horizon = vec3( 0.8, 0.9, 0.9 );
+ vec3 skycolour = vec3( 0.5, 0.6, 0.9 );
vec3 diffuse = mix( skycolour, horizon, fblend );
- float fmove = uTime * 0.001;
- vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;
+ float fmove = uTime * 0.004;
+ vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;
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;
+ float cloud_e = pow(cloud_d,1.5)*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);
+ vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);
+ oColour = vec4(pow(skycomp, vec3(1.5)),1.0);
}