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skysphere.frag 464B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (binding = 2) uniform sampler2D samplerColor;
  5. layout (location = 0) in vec2 inUV;
  6. layout (location = 0) out vec4 outFragColor;
  7. void main()
  8. {
  9. const vec4 gradientStart = vec4(0.93, 0.9, 0.81, 1.0);
  10. const vec4 gradientEnd = vec4(0.35, 0.5, 1.0, 1.0);
  11. outFragColor = mix(gradientStart, gradientEnd, min(0.5 - inUV.t, 0.5)/0.15 + 0.5);
  12. }