procedural-3d-engine/data/hlsl/indirectdraw/skysphere.frag

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t2);
SamplerState samplerColor : register(s2);
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
const float4 gradientStart = float4(0.93, 0.9, 0.81, 1.0);
const float4 gradientEnd = float4(0.35, 0.5, 1.0, 1.0);
return lerp(gradientStart, gradientEnd, min(0.5 - inUV.y, 0.5)/0.15 + 0.5);
}