#version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/standarduniform.fs" #include "../../lib/math.fs" /** transparency */ #define SMALL_EPSILON 0.001 #define EASING_POWER 5 in vec3 FragPos; in vec3 Normal; uniform vec3 viewPos; //light depth map uniform sampler2D shadowMap; out vec4 FragColor; void main(){ //grab light intensity vec3 norm = normalize(Normal); //colors for different times of day vec3 color1 = vec3(0,0,0); vec3 color2= vec3(0.68,0.93,0.93); //calculate color float timeOfDay = standardUniforms.timeOfDay; vec3 skyColor = mix( color1, color2, abs((0.5 - timeOfDay)) * 2 ); //calculate final color vec3 finalColor = skyColor;//norm.rgb; FragColor = vec4(finalColor, 1); }