#version 130 uniform sampler2D tex; uniform vec3 col; out vec4 FragColor; void main() { vec4 res = texture(tex, gl_TexCoord[0].xy); // 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; }