uniform sampler2D tex; uniform vec3 col; out vec4 FragColor; void main() { // Use quarter resolution vec2 uv = 4. * gl_FragCoord.xy / u_screen; vec4 res = texture(tex, uv); // Keep the sun fully bright, but fade the sky float mul = distance(res.xyz, col); mul = step(mul, 0.02); mul *= 0.97; res = res * vec4(mul); FragColor = res; }