25 lines
373 B
GLSL
25 lines
373 B
GLSL
uniform sampler2D tex;
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uniform vec3 col;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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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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