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2018-07-17 14:15:37 +02:00

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varying vec3 uvs;
varying vec2 uv;
uniform sampler2D detail;
uniform samplerCube skybox;
const float starsToggle = #{{bSkycubeStars}} ? 1.0 : 0.0;
void main() {
vec3 dir = uvs;
vec3 color = textureCube(skybox, uvs, 0.0).rgb;
float variation = texture2D(detail, uv * vec2(4.0, 2.0)).a;
float density = dot(color, color);
vec4 details = texture2D(detail, uv * vec2(10.0, 5.0)) * density * 4.0;
details += texture2D(detail, uv * vec2(14.0, 7.0)) * (1.0 - pow(density, 2.0)) * variation;
color *= variation * details.a * 0.15 + 0.85;
color += details.rgb * starsToggle;
gl_FragColor = vec4(vec3(color.rgb), 1.0);
}