15 lines
425 B
GLSL
15 lines
425 B
GLSL
#include <lod.glsl>
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#include <sky.glsl>
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vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, float max_dist, float quality) {
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// Underwater light attenuation
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surf_color = water_diffuse(surf_color, dir, max_dist);
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if (max_dist < DIST_CAP) {
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vec3 sky_light = get_sky_light(dir, false);
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surf_color = mix(sky_light, surf_color, 1.0 / exp(max_dist / 5000.0));
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}
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return surf_color;
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}
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