"void main()\n"
"{\n"
" float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
-" float fblend = pow(fintensity,6.0);\n"
-" vec3 horizon = vec3( 0.61, 0.71, 0.86 )*1.5;\n"
-" vec3 skycolour = vec3( 0.31, 0.56, 0.91 );\n"
+" float fblend = pow(fintensity,8.0);\n"
+" vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
+" vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
" vec3 diffuse = mix( skycolour, horizon, fblend );\n"
"\n"
" float fmove = uTime * 0.004;\n"
-" vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;\n"
+" vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
" vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
"\n"
" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
"\n"
-" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
-" skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);\n"
-"\n"
-" FragColor = vec4(skycomp, 0.0);\n"
+" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e*(1.0-fblend*3.0));\n"
+" FragColor = vec4(skycomp,1.0);\n"
"}\n"
""},
};