21 lines
346 B
GLSL
21 lines
346 B
GLSL
uniform sampler2D tex;
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uniform vec3 col;
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out vec4 FragColor;
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void main()
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{
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// Use quarter resolution
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vec2 uv = 4. * gl_FragCoord.xy / screen;
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vec4 res = texture(tex, uv);
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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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res = res * vec4(mul);
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FragColor = res;
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}
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