procedural-3d-engine/shaders/hlsl/indirectdraw/skysphere.frag
2023-05-09 21:03:02 +02:00

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387 B
GLSL

// 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 + 0.05), 0.5)/0.15 + 0.5);
}