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