TronLoop/entities/sky/sky.gdshader
2025-08-02 23:51:48 +02:00

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shader_type sky;
uniform vec3 color_env : source_color;
uniform sampler2D noise_texture : repeat_enable;
uniform float noise_power;
uniform float speed;
void sky() {
COLOR = color_env * ((1.0+EYEDIR.y)/2.0) + noise_power*texture(noise_texture, SKY_COORDS + vec2(TIME*speed, 0)).xyz;
}