void main()
{
float fintensity = 1.0-(abs(aNorm.y)*0.7);
- float fblend = pow(fintensity,6.0);
- vec3 horizon = vec3( 0.61, 0.71, 0.86 )*1.5;
- vec3 skycolour = vec3( 0.31, 0.56, 0.91 );
+ float fblend = pow(fintensity,8.0);
+ 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 * 0.004;
- vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;
+ 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 fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);
- skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);
-
- FragColor = vec4(skycomp, 0.0);
+ FragColor = vec4(skycomp,1.0);
}