0ad/binaries/data/mods/public/shaders/glsl/sky.fs

17 lines
230 B
GLSL

#version 110
uniform samplerCube baseTex;
varying vec3 v_tex;
void main()
{
vec4 tex = textureCube(baseTex, v_tex);
float m = (1.0 - v_tex.y) - 0.75;
m *= 4.0;
gl_FragColor = (v_tex.y > 0.0) ? (tex * m) : tex;
}