ho3/resources/shaders/env_reverse_night.fragment

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2024-06-09 18:42:23 +00:00
uniform samplerCube Env;
varying vec3 dir;
void main(){
gl_FragColor = textureCube(Env, normalize(dir));
vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
float coef = dir.y+1.0;
coef = clamp(coef, 0.0, 1.0);
gl_FragColor = mix(gl_FragColor,fogColor, coef);
//if (dir.z < 0)
//{
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
//}
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}