-in vec3 fragmentTextureCoords;
+in vec3 fragmentTextureCoordinates;
out vec4 outColor;
void main()
{
- float height = normalize(fragmentTextureCoords).y;
+ 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, fragmentTextureCoords);
+ vec4 dayColor = texture(texture0, fragmentTextureCoordinates);
float cloudFactor = reverseMix(length(dayColor.rg - expectedColor.rg), 0.15, length(vec2(1.0)));