in vec3 fragmentTextureCoordinates; out vec4 outColor; uniform float daylight; uniform samplerCube texture0; float reverseMix(float value, float min, float max) { return clamp((value - min) / (max - min), 0.0, 1.0); } float strengthen(float value, float exponent, float max) { return min((1.0 - pow(1.0 - value, exponent)) / (1.0 - pow(1.0 - max, exponent)), 1.0); } void main() { float height = normalize(fragmentTextureCoordinates).y; vec4 topColor = texture(texture0, vec3(0.0, 1.0, 0.0)); vec4 bottomColor = texture(texture0, vec3(1.0, 0.11, 0.5)); vec4 expectedColor = mix(bottomColor, topColor, height); vec4 dayColor = texture(texture0, fragmentTextureCoordinates); float cloudFactor = reverseMix(length(dayColor.rg - expectedColor.rg), 0.15, length(vec2(1.0))); outColor = vec4(dayColor.rgb, mix(cloudFactor, strengthen(cloudFactor, 8.0, 0.1), daylight)); }