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- uniform sampler2D tex;
- uniform vec3 col;
- out vec4 FragColor;
- void main()
- {
- // Use quarter resolution
- vec2 uv = 4. * gl_FragCoord.xy / 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;
- }
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