21 lines
		
	
	
		
			387 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
		
			387 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
uniform samplerCube Env;
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varying vec3 dir;
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void main(){
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	gl_FragColor = textureCube(Env, normalize(dir));
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	vec4 fogColor = vec4(0.05, 0.05, 0.1, 1.0);
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	float coef = dir.y+1.0;
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	coef = clamp(coef, 0.0, 1.0);
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	gl_FragColor = mix(gl_FragColor,fogColor, coef);
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	//if (dir.z < 0)
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	//{
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	//	gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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	//}
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	//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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} |