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May 3rd, 2013
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  1. uniform sampler2D glow;
  2. uniform sampler2D color;
  3. uniform vec3 sunpos;
  4. varying vec3 vertex;
  5.  
  6. void main()
  7. {
  8. vec3 V = normalize(vertex)*0.995;
  9. vec3 L = normalize(sunpos);
  10.  
  11. // Compute the proximity of this fragment to the sun.
  12.  
  13. float vl = dot(V, L);
  14. float sun = smoothstep(0.0, 1.0, (vl-0.970)*10.0);
  15. sun += smoothstep(0.0, 1.0, (vl-0.9947)*6000.0);
  16. //sun = clamp(sun,0.0,1.0);
  17.  
  18. // Look up the sky color and glow colors.
  19.  
  20. vec4 Kc = texture2D(color, vec2((L.z + 1.0) / 2.0, V.z));
  21. vec4 Kg = texture2D(glow, vec2((L.z + 1.0) / 2.0, vl))*vl;
  22.  
  23. // Combine the color and glow giving the pixel value.
  24.  
  25. gl_FragColor = vec4(Kc.rgb + Kg.rgb * Kg.a / 2.0, Kc.a)+vec4(Kg.rgb*sun,0.15);
  26. //gl_FragColor = vec4(sun);
  27. }
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