#version 430 core layout(location = 0) in vec2 vUv; layout(location = 0) out vec4 oColor; #include "atmospheric_common.glsl" void main() { float depth = ACDREAM_SAMPLE_2D(uTextureIndexA, vUv).r; float unobstructedSky = smoothstep(0.9975, 0.99995, depth); float enabled = uAtmosphereSunScreen.z * uAtmosphereWeather.w; oColor = vec4(vec3(unobstructedSky * enabled), 1.0); }