#version 460 in vec3 dir; out vec4 frag_color; uniform vec3 skyTop; uniform vec3 skyBottom; uniform vec3 sunDir; uniform vec3 sunColor; uniform float horizonSharpness; uniform float cloudWhiteMix; uniform float cloudThresholdLow; uniform float cloudThresholdHigh; uniform float time; #include "compute_sky_color.glsl" void main(void) { vec3 sky = computeSkyColor(dir); frag_color = vec4(sky, 1.0); }