2013-11-30 16:33:06 -05:00
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uniform sampler2D tex;
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uniform vec3 col;
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2014-02-23 12:59:24 -05:00
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2014-01-19 13:31:00 -05:00
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out vec4 FragColor;
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2013-11-30 16:33:06 -05:00
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void main()
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{
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2015-02-24 16:29:31 -05:00
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// Use quarter resolution
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2017-12-25 01:00:10 -05:00
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vec2 uv = 4. * gl_FragCoord.xy / u_screen;
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2014-02-23 12:59:24 -05:00
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vec4 res = texture(tex, uv);
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2013-11-30 16:33:06 -05:00
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// Keep the sun fully bright, but fade the sky
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float mul = distance(res.xyz, col);
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mul = step(mul, 0.02);
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mul *= 0.97;
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2014-02-23 14:16:03 -05:00
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res = res * vec4(mul);
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2013-11-30 16:33:06 -05:00
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2014-01-19 13:31:00 -05:00
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FragColor = res;
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2013-11-30 16:33:06 -05:00
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}
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