skyboxFragmentShader.glsl 592 B

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  1. #version 400
  2. in vec3 textureCoords;
  3. out vec4 out_Color;
  4. uniform samplerCube cubeMap;
  5. uniform samplerCube cubeMap2;
  6. uniform float blendFactor;
  7. uniform vec3 fogColor;
  8. const float lowerLimit = 0.0;
  9. const float upperLimit = 30.0;
  10. void main(void){
  11. vec4 texture1 = texture(cubeMap, textureCoords);
  12. vec4 texture2 = texture(cubeMap2, textureCoords);
  13. vec4 finalColor = mix(texture1, texture2, blendFactor);
  14. float factor = (textureCoords.y - lowerLimit) / (upperLimit -lowerLimit);
  15. factor = clamp(factor, 0.0, 1.0);
  16. out_Color = mix(vec4(fogColor, 1.0), finalColor, factor);
  17. }